/usr/include/Eris-1.3/Eris/ServerInfo.h is in liberis-1.3-dev 1.3.19-5ubuntu2.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 | #ifndef ERIS_SERVER_INFO_H
#define ERIS_SERVER_INFO_H
#include <Atlas/Objects/ObjectsFwd.h>
#include <string>
namespace Eris {
class Meta;
/** Information about a specific game server, retrieved via the Meta-server and anonymous GETs. The
information includes statistics (uptime, number of clients), configuration (ruleset) and general
information (an adminsitrator specifed name). This data is intended to allow clients to display a browser
interface, similar to those found in Quake 3 or Tribes 2, from which they can select a server to play on. Note
that in the future, each ServerInfo will represent a game world instance, not necessarily a single server,
and that a single server might run multiple games. Thus, hostname / IP is a very poor ordering / caching
value.
\task Some sort of unique game-instance ID may need to be developed here.
*/
class ServerInfo
{
public:
ServerInfo();
typedef enum {
INVALID,
QUERYING,
VALID,
TIMEOUT ///< server query timed out
} Status;
// bookmark / favourites functionality
// accessors
Status getStatus() const
{ return m_status; }
/** retrive the hostname (or dotted-decimal IP) of the server. For multi-server worlds, this will be
a name that resolves to a machine capable of accepting the initial LOGIN, and hence should not need
special handling. */
const std::string& getHostname() const
{ return _host; }
/// retrieve the human-readable name of the server (e.g 'Bob's Mason Server')
const std::string& getServername() const
{ return _name; }
/// retrieve a human-readable name of the ruleset (e.g. 'mason' or 'circe')
const std::string& getRuleset() const
{ return _ruleset; }
/// the server program name, i.e 'stage' or 'cyphesis'
const std::string& getServer() const
{ return _server; }
/// the server program version, as a free text string
const std::string& getVersion() const
{ return m_version; }
/// the server program build-date, as a free text string
const std::string& getBuildDate() const
{ return m_buildDate; }
/// the number of clients currently connected to the server
int getNumClients() const
{ return _clients; }
/** the round-trip time to the server. The meaning of this when multi-server worlds exist needs to
be considered.
\task Verify the accuracy of the ping estimation, since it is currently very poor */
int getPing() const
{ return _ping; }
/// the server's uptime in seconds
double getUptime() const
{ return _uptime; }
protected:
friend class Meta;
friend class Connection;
/// construct with the host IP only; other values will be set to defaults
ServerInfo(const std::string &host);
/** called by Meta when info is received from the server, sets
status to valid. */
void processServer(const Atlas::Objects::Entity::RootEntity &svr);
void setPing(int p);
void setStatus(Status s);
private:
Status m_status;
std::string _host; ///< Hostname or dotted-decimal IP of the server
std::string _name, ///< Human readable name of the server (set by the operator)
_ruleset, ///< The game system this server is running (e.g. 'Acorn')
_server; ///< Server program (e.g. 'Cyphesis' or 'Stage')
int _clients; ///< Number of clients connected to the server
int _ping; ///< Estimated round-trip-time (ping) in milliseconds
double _uptime; ///< Server uptime in seconds
std::string m_version,
m_buildDate;
};
} // of namespace Eris
#endif
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