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#include "NetworkServer.hh"
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#include <iostream>
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NetworkServer::NetworkServer (GameState &state, const CL_IPAddress &listen_ip) : NetworkBase(), state(state) {
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socket.bind(listen_ip);
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socket.listen(NETWORK_SERVER_BACKLOG);
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// add socket to listener
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listener.add_trigger(socket.get_read_trigger());
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// bind slot for recv
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slot_on_recv = socket.sig_read_triggered.connect(this, &NetworkServer::_onRecv);
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}
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static NetworkServer *NetworkServer::newServer (void) {
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GameState *state = new GameState(/* XXX */);
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CL_IPAddress listen_ip(NETWORK_PORT_STR);
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return new NetworkServer(state, listen_ip);
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}
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void run (void) {
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bool isRunning = true;
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while (isRunning) {
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/* XXX: all I need to do? */
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listener.wait();
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listener.reset_all();
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}
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}
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void NetworkServer::_onRecv (void) {
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char buf[NETWORK_PACKET_MAX];
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CL_Socket src;
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int ret;
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ret = socket.recv(buf, NETWORK_PACKET_MAX, src);
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std::cout << src.get_address() << ":" << src.get_port() << " <- " << std::string(buf, NETWORK_PACKET_MAX) << std::endl;
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}
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NetworkServerClient::NetworkServerClient (NetworkServer &server) : server(server) {
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}
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void NetworkServerClient::_onRecv (void) {
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}
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void runNetworkServer (void) {
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NetworkServer *server = NULL;
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server = NetworkServer::newServer();
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server->run();
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}
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int main (int argc, char **argv) {
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runNetworkServer();
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return 0;
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}
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