#ifndef _SERVER_H_ #define _SERVER_H_ #include #include #include "client/client_commands.h" #include "server/database.h" #include "server/server_commands.h" #include "list.h" #include "network.h" #include "types.h" typedef struct { int sockfd; // TCP socket to accept new connections pthread_rwlock_t clients_rwlck; // lock to protect client list List clients; // Client * -> NULL map with all connected clients pthread_rwlock_t players_rwlck; // lock to protect player list List players; // char * -> Client * map with clients that have finished auth sqlite3 *db; struct { u32 simulation_distance; // perimeter of the cube that players can see blocks in is simulation_distance * 2 + 1 } config; // configuration, ToDo: read from config file } Server; typedef struct Client { int fd; // TCP socket for connection pthread_mutex_t mtx; // mutex to protect socket ClientState state; // state of the client (created, auth, active, disconnected) char *address; // address string to use as identifier for log messages until auth is completed char *name; // player name (must be unique) Server *server; // pointer to server object (essentially the same for all clients) pthread_t net_thread; // reciever thread ID v3f64 pos; // player position } Client; typedef enum { DISCO_NO_REMOVE = 0x01, // don't remove from client and player list (to save extra work on server shutdown) DISCO_NO_SEND = 0x02, // don't notfiy client about the disconnect (if client sent disconnect themselves or the TCP connection died) DISCO_NO_MESSAGE = 0x04, // don't log a message about the disconnect (used on server shutdown) DISCO_NO_JOIN = 0x08, // don't wait for the reciever thread to finish (if TCP connection death was reported by reciever thread, the thread is already dead) } DiscoFlag; void server_disconnect_client(Client *client, int flags, const char *detail); // disconnect a client with various options an an optional detail message (flags: DiscoFlag bitmask) #endif