GNE  0.75.0
GNE::ListServerConnection Class Reference

A Client-side connection to a game list server for retriving a list of games. More...

#include <ListServerConnection.h>

Inheritance diagram for GNE::ListServerConnection:
GNE::ClientConnection GNE::Connection GNE::Thread

Classes

struct  GameListData
 Data about each game. More...

Public Member Functions

 ListServerConnection (std::string address)
void setGame (std::string gameName)
void getGameList ()
- Public Member Functions inherited from GNE::ClientConnection
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.
- Public Member Functions inherited from GNE::Connection
virtual ~Connection ()
 Destructor.
SmartPtr< ConnectionListenergetListener () 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.
PacketStreamstream ()
 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.
- Public Member Functions inherited from GNE::Thread
 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

- Public Types inherited from GNE::ClientConnection
typedef SmartPtr
< ClientConnection
sptr
typedef WeakPtr< ClientConnectionwptr
- Static Public Member Functions inherited from GNE::ClientConnection
static sptr create ()
 Creates a new ClientConnection object, managed by a SmartPtr.
- Static Public Attributes inherited from GNE::Thread
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.
- Protected Member Functions inherited from GNE::ClientConnection
 ClientConnection ()
 Initializes this ClientConnection.
- Protected Attributes inherited from GNE::Connection
wptr this_
 A weak pointer to this own object.
SocketPair sockets
 The pair of sockets.
PacketStream::sptr ps
 The PacketStream associated with this Connection.
- Protected Attributes inherited from GNE::Thread
volatile bool shutdown
 This variable is set to true when this thread should exit.

Detailed Description

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.

Todo:
The List server code will be completed only after the rest of GNE works and has been tested and finalized.

The documentation for this class was generated from the following files: