/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */ /* * Copyright 2005 by Eric House (fixin@peak.org). All rights reserved. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef _PERMID_H #define _PERMID_H #include /* Able to get a unique ID for every game ever started. A simple file * somewhere stores an ascii string representing a number. That's * incremented, saved and returned each time. In a world with multiple relays * (multiple machines) the ID could include a host identifier to guarantee * uniqueness. */ class PermID { public: static void SetServerName( const char* name ); static void SetIDFileName( const char* name ); static std::string GetNextUniqueID(); private: static pthread_mutex_t s_guard; /* guard access to the whole process */ static std::string s_serverName; /* All ID's generated start with this, which is supposed to be unique to this relay instance. */ static std::string s_idFileName; /* The incremented part of the name is stored where? */ }; #endif