/// @cond EXCLUDEDTESTSOURCES /*************************************************************************** * The contents of this file are subject to the Mozilla Public * * License Version 1.1 (the "License"); you may not use this file * * except in compliance with the License. You may obtain a copy of * * the License at http://www.mozilla.org/MPL/ * * * * Software distributed under the License is distributed on an "AS * * IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or * * implied. See the License for the specific language governing * * rights and limitations under the License. * * * * The Original Code is Game Network Framework (GaNeF). * * * * The Initial Developers of the Original Code are * * Lars Langer and Emanuel Greisen * * Copyright (C) 2005. Lars Langer & Emanuel Greisen * * All Rights Reserved. * * * * Contributor(s): * * none yet.... * * * ***************************************************************************/ #include <iostream> #include <cstdlib> #include "../Ganef/client/clientframework.h" /** * This is just a test-client-framework. * @author Lars Langer and Emanuel Greisen */ class TestClientFramework : public ClientFramework { private: bool is_running; std::string server_hostname; public: TestClientFramework(const std::string & server_hostname) : ClientFramework(int(0)),server_hostname(server_hostname) { std::cout << "TestClientFramework.Constructor(" << server_hostname << ")\n"; } ~TestClientFramework() { }; protected: // These must be implemented in a derived class virtual void writeHandshakeInitMessage( ClientPacket * fp ) { } virtual void onHandshakingDiscontinue( ClientPacket * fp ) { } virtual bool onHandshakeDescription( ClientPacket * fp, ClientPacket * reply ) { return true; } virtual void onDisconnect( ) { std::cout << "Disconnected\n"; } virtual void onConnect( ) { std::cout << "Connected\n"; } public: void mainLoop( ) { std::cout << "Connecting to: " << server_hostname <<":"<< 8000<< std::endl; initServerConnection(server_hostname, 8000); is_running = true; while(is_running) { //std::cout << "keepAlive()\n"; // Then we get Packets from the framework keepAlive(); // Then we sleep to let the CPU live psleep(50); } } }; int main(int argc, char *argv[]) { std::string server_host("localhost"); if(argc > 1) server_host = argv[1]; TestClientFramework app(server_host); // Start the Application app.mainLoop(); } /// @endcond
/// @cond EXCLUDEDTESTSOURCES /*************************************************************************** * The contents of this file are subject to the Mozilla Public * * License Version 1.1 (the "License"); you may not use this file * * except in compliance with the License. You may obtain a copy of * * the License at http://www.mozilla.org/MPL/ * * * * Software distributed under the License is distributed on an "AS * * IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or * * implied. See the License for the specific language governing * * rights and limitations under the License. * * * * The Original Code is Game Network Framework (GaNeF). * * * * The Initial Developers of the Original Code are * * Lars Langer and Emanuel Greisen * * Copyright (C) 2005. Lars Langer & Emanuel Greisen * * All Rights Reserved. * * * * Contributor(s): * * none yet.... * * * ***************************************************************************/ #include <iostream> #include <cstdlib> #include <vector> #include "../Ganef/server/serverframework.h" /** * This is just a test server-framework; * @author Lars Langer and Emanuel Greisen */ class TestServerFramework : public ServerFramework { public: TestServerFramework() : ServerFramework(8000) { } ~TestServerFramework() { } protected: // These method should be implemented on the GameServer /// This method should write it's reply in the reply-packet, /// and return true or false depending on wether it want's us to continue the handshaking. virtual bool onInitialHandshake(ServerPacket * handshake, ServerPacket * reply) { return true; // Accept any client. } /// This method will be invoked when a new client has passed the handshaking-phase. virtual void onClientConnected(Client * client) { std::cout << "Client: " << client->getId() << " connected\n"; } /// This method will be invoked when a client has timed out. virtual void onClientDisconnected(Client * client) { std::cout << "Client: " << client->getId() << " disconnected\n"; } /// This method should return some dirivative of the Client-class. virtual Client * createClient(const ipaddress &addr, int port) { return new Client(this, addr, port); } public: void mainLoop() { std::cout << "TestServerFramework: Running\n"; while(true) { // Get all incomming messages keepAlive(); // Sleep a little psleep(100); } } }; int main(int argc, char *argv[]) { try { // Create a framework TestServerFramework framework; // Start the framework framework.start(); // GameLoop framework.mainLoop(); } catch(FrameworkError *err) { std::cout << "FrameworkError:" << err->msg << std::endl; } catch(PacketError *err) { std::cout << "PacketError:" << err->msg << std::endl; } return EXIT_SUCCESS; } /// @endcond