eqemu-server/common/net/console_server.h

51 lines
1.5 KiB
C++

#pragma once
#include "console_server_connection.h"
#include <functional>
#include <vector>
namespace EQ
{
namespace Net
{
struct ConsoleLoginStatus
{
int status;
int account_id;
std::string account_name;
};
class ConsoleServer
{
public:
typedef std::function<void(ConsoleServerConnection*, const std::string&, const std::vector<std::string>&)> ConsoleServerCallback;
typedef std::function<struct ConsoleLoginStatus(const std::string&, const std::string&)> ConsoleServerLoginCallback;
ConsoleServer(const std::string &addr, int port);
~ConsoleServer();
void RegisterCall(const std::string& command, int status_required, const std::string& help_definition, ConsoleServerCallback fn);
void RegisterLogin(ConsoleServerLoginCallback fn);
ConsoleServerConnection *FindByAccountName(const std::string &acct_name);
void SendChannelMessage(const ServerChannelMessage_Struct* scm, std::function<void(void)> onTell);
private:
void ConnectionDisconnected(ConsoleServerConnection *c);
void ProcessCommand(ConsoleServerConnection *c, const std::string& cmd);
std::unique_ptr<TCPServer> m_server;
std::map<std::string, std::unique_ptr<ConsoleServerConnection>> m_connections;
struct ConsoleServerCommand
{
ConsoleServerCallback fn;
int status_required;
std::string help_definition;
};
std::map<std::string, ConsoleServerCommand> m_commands;
ConsoleServerLoginCallback m_login;
friend class ConsoleServerConnection;
};
}
}