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#ifndef CHATREALIZATION_H
#define CHATREALIZATION_H
#include "sockets.hpp"
#include "../const_vars.hpp"
#define CONSOLE_LOG(f_, ...) printf((f_), ##__VA_ARGS__)
enum handle_room_enter {
enter_noexist,
enter_private,
enter_uncorrect_pass,
enter_success
};
enum enum_status {
wait_name, // expecting a username from player
wait_reg, // expecting registration
wait_log, // expecting login
no_wait
};
class ChatRoom;
class Server;
class ChatSession : FdHandler {
friend class Server;
friend class ChatRoom;
char name[max_name_len];
char buffer[max_msg_len];
int buf_used;
bool ignoring;
enum_status state;
ChatRoom *the_master;
ChatSession(ChatRoom *i_master, int i_fd) : FdHandler(i_fd),
buf_used(0), ignoring(false), state(wait_name),
the_master(i_master) {}
~ChatSession() {}
void SetRoom(ChatRoom *new_master);
virtual void Handle(bool r, bool w);
void ReadAndIgnore();
void ReadAndCheck();
void CheckLines();
public:
const char *GetName();
void SetName(const char *n_name);
void Send(const char *msg, const int spec_msg = system_msg);
};
class Server : public FdHandler {
EventSelector *the_selector;
ChatRoom **room;
int room_len;
ChatRoom *lobby;
Server(EventSelector *sel, int fd);
public:
~Server();
static Server *Start(EventSelector *sel, int port);
bool RoomExist(int id) const;
int AddRoom(char *password);
bool DeleteRoom(int id); // call only if room is empty
void GotoLobby(ChatRoom *cur_room, ChatSession *s);
handle_room_enter ChangeSessionRoom(ChatRoom *cur_room,
ChatSession *s, int id, char *pass);
void CloseConnection(ChatSession *s)
{ the_selector->Remove(s); delete s; }
private:
virtual void Handle(bool r, bool w);
};
#endif
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