GNE
0.75.0
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A Client-side connection to a game list server for retriving a list of games. More...
#include <ListServerConnection.h>
Classes | |
struct | GameListData |
Data about each game. More... |
Public Member Functions | |
ListServerConnection (std::string address) | |
void | setGame (std::string gameName) |
void | getGameList () |
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bool | open (const Address &dest, const ConnectionParams &p) |
Opens the socket, ready for connect, but does not yet connect. | |
void | connect () |
Starts connection to the specified target. | |
Error | waitForConnect () |
Waits indefinitely for the connection attempt started by connect to finish. | |
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virtual | ~Connection () |
Destructor. | |
SmartPtr< ConnectionListener > | getListener () const |
Returns the currently registered event Listener. | |
void | setListener (const SmartPtr< ConnectionListener > &listener) |
Sets a new event listener. | |
int | getTimeout () |
Returns the timeout for this connection. | |
void | setTimeout (int ms) |
Sets the timeout for this connection in milliseconds. | |
PacketStream & | stream () |
Returns the PacketStream associated with this class. | |
ConnectionStats | getStats (int reliable) const |
If stats is enabled, returns Connection stats. | |
Address | getLocalAddress (bool reliable) const |
Returns the local address of this connection. | |
Address | getRemoteAddress (bool reliable) const |
Returns the remote address of this connection. | |
State | getState () const |
Returns the state this Connection is in. | |
bool | isConnected () const |
Returns true if this Connection is active and ready to send/recieve. | |
void | disconnect () |
Immediately disconnects this socket. | |
void | disconnectSendAll (int waitTime=10000) |
A blocking call that disconnects nicely. | |
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Thread (std::string name=DEF_NAME, int priority=DEF_PRI) | |
Creates a new thread, ready to run but not yet running. | |
std::string | getName () const |
Returns the name of this thread. | |
virtual void | shutDown () |
Makes a request that this thread should shutdown. | |
void | join () |
A blocking call that returns when this thread terminates, or returns immediately if the thread has terminated. | |
bool | hasStarted () const |
Returns true if this Thread has ever been started. | |
bool | isRunning () const |
Determine the running state of the thread. | |
void | start () |
Starts this thread running. | |
int | getPriority () const |
Returns the priority of this class. |
Additional Inherited Members | |
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typedef SmartPtr < ClientConnection > | sptr |
typedef WeakPtr< ClientConnection > | wptr |
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static sptr | create () |
Creates a new ClientConnection object, managed by a SmartPtr. | |
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static const int | DEF_PRI = 0 |
The default priority of a thread. | |
static const std::string | DEF_NAME = "Thread" |
The default name for a thread. | |
static const int | LOW_PRI = -1 |
A lowered priority for a thread. | |
static const int | LOWER_PRI = -2 |
A lower priority for a thread than LOW_PRI. | |
static const int | HIGH_PRI = 1 |
A "boosted priority" for a thread. | |
static const int | HIGHER_PRI = 2 |
Even higher priority thread than HIGH_PRI. | |
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ClientConnection () | |
Initializes this ClientConnection. | |
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wptr | this_ |
A weak pointer to this own object. | |
SocketPair | sockets |
The pair of sockets. | |
PacketStream::sptr | ps |
The PacketStream associated with this Connection. | |
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volatile bool | shutdown |
This variable is set to true when this thread should exit. |
A Client-side connection to a game list server for retriving a list of games.
This stuff is all very preliminary. List server code will be completed last so don't pay attention to these classes at all.