#include <ServerInfo.h>
Public Member Functions | |
| const std::string & | getHostname () const |
| retrive the hostname (or dotted-decimal IP) of the server. | |
| const std::string & | getServername () const |
| retrieve the human-readable name of the server (e.g 'Bob's Mason Server') | |
| const std::string & | getRuleset () const |
| retrieve a human-readable name of the ruleset (e.g. 'mason' or 'circe') | |
| const std::string & | getServer () const |
| the server program name, i.e 'stage' or 'cyphesis' | |
| int | getNumClients () const |
| the number of clients currently connected to the server | |
| int | getPing () const |
| the round-trip time to the server. | |
| double | getUptime () const |
| the server's uptime in seconds | |
Protected Member Functions | |
| ServerInfo (const std::string &host) | |
| construct with the host IP only; other values will be set to defaults | |
| void | processServer (const Atlas::Objects::Entity::RootEntity &svr) |
| called by Meta when info is recieved from the server | |
| void | setPing (int p) |
Protected Attributes | |
| std::string | _host |
| Hostname or dotted-decimal IP of the server. | |
| std::string | _name |
| Human readable name of the server (set by the operator). | |
| std::string | _ruleset |
| The game system this server is running (e.g. 'Acorn'). | |
| std::string | _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. | |
Friends | |
| class | Meta |
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. Some sort of unique game-instance ID may need to be developed here.
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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. |
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the round-trip time to the server. The meaning of this when multi-server worlds exist needs to be considered. Verify the accuracy of the ping estimation, since it is currently very poor |
1.3.9.1