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fbe95478ba
server boot in connName and keep counter in memory rather than a file.
51 lines
2 KiB
C
51 lines
2 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2005 by Eric House (xwords@eehouse.org). All rights reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _PERMID_H
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#define _PERMID_H
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#include <string>
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#include <pthread.h>
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/* Able to get a unique ID for every game ever started. A simple file
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* somewhere stores an ascii string representing a number. That's
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* incremented, saved and returned each time. In a world with multiple relays
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* (multiple machines) the ID could include a host identifier to guarantee
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* uniqueness.
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*/
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class PermID {
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public:
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static void SetServerName( const char* name );
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static void SetStartTime( time_t startTime );
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static std::string GetNextUniqueID();
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private:
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static pthread_mutex_t s_guard; /* guard access to the whole
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process */
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static std::string s_serverName; /* All ID's generated start with
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this, which is supposed to be
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unique to this relay
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instance. */
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static int s_nextId; /* numeric part of ID */
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static std::string s_startTime; /* allows multiple servers per
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host to have uniquie names */
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};
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#endif
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