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/**
* Copyright (C) 2014-2015 Jessica James.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
* SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION
* OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* Written by Jessica James <jessica.aj@outlook.com>
*/
#if !defined _RENX_SERVER_H_HEADER
#define _RENX_SERVER_H_HEADER
/**
* @file RenX_Server.h
* @brief Defines the Server class.
*/
#include <ctime>
#include <chrono>
#include "Jupiter/TCPSocket.h"
#include "Jupiter/DLList.h"
#include "Jupiter/ArrayList.h"
#include "Jupiter/String.h"
#include "Jupiter/CString.h"
#include "Jupiter/INIFile.h"
#include "Jupiter/Thinker.h"
#include "Jupiter/Rehash.h"
#include "RenX.h"
/** DLL Linkage Nagging */
#if defined _MSC_VER
#pragma warning(push)
#pragma warning(disable: 4251)
#endif
namespace RenX
{
/** Forward declarations */
struct PlayerInfo;
struct BuildingInfo;
class GameCommand;
class Core;
/**
* @brief Represents a connection to an individiaul Renegade-X server.
* There are often more than one of these, such as when communities run multiple servers.
*/
class RENX_API Server : public Jupiter::Thinker, public Jupiter::Rehashable
{
public: // Jupiter::Thinker
/**
* @brief Checks and processes raw socket data.
*
* @return Zero if no error occurs, a non-zero value otherwise.
*/
int think();
public: // Jupiter::Rehashable
/**
* @brief Rehashes an object's status.
*
* @return 0.
*/
virtual int OnRehash();
/**
* @brief Fires when a non-zero value is returned by an object during a call to rehash().
*
* @param removed True if the object was removed from the rehashable objects list, false otherwise.
* @return True if the object should be deleted, false otherwise.
*/
virtual bool OnBadRehash(bool removed);
public: // RenX::Server
Jupiter::DLList<RenX::PlayerInfo> players; /** A list of players in the server */
Jupiter::ArrayList<RenX::BuildingInfo> buildings; /** A list of buildings in the server */
Jupiter::ArrayList<Jupiter::StringS> mutators; /** A list of buildings the server is running */
Jupiter::ArrayList<Jupiter::StringS> maps; /** A list of maps in the server's rotation */
Jupiter::INIFile varData; /** This may be replaced later with a more dedicated type. */
/**
* @brief Checks if the server is connected to RCON.
*
* @return True if the server is connected, false otherwise.
*/
bool isConnected() const;
/**
* @brief Checks if a map start event has fired.
*
* @return True if a map start event has fired, false otherwise.
*/
bool hasSeenStart() const;
/**
* @brief Checks if the first kill has already been processed.
* Note: This does not set to "true" until AFTER the first kill has been fully processed.
* This includes processing by plugins.
*
* @return True if the first kill has been fully processed, false otherwise.
*/
bool isFirstKill() const;
/**
* @brief Checks if the first death has already been processed.
* Note: This does not set to "true" until AFTER the first death has been fully processed.
* This includes processing by plugins.
*
* @return True if the first death has been fully processed, false otherwise.
*/
bool isFirstDeath() const;
/**
* @brief Checks if the first action has already been processed.
* Note: This does not set to "true" until AFTER the first action has been fully processed.
* This includes processing by plugins.
* An action is a kill, death, message, destroy, or any other player-induced interaction other than a join or part.
*
* @return True if the first action has been fully processed, false otherwise.
*/
bool isFirstAction() const;
/**
* @brief Checks if the server travel mode is seamless.
*
* @return True if the server is using seamless travel, false otherwise.
*/
bool isSeamless() const;
/**
* @brief Checks if a channel type is a public channel type.
*
* @param type Type to check against.
* @return True if this is a public channel type, false otherwise.
*/
bool isPublicLogChanType(int type) const;
/**
* @brief Checks if a channel type is an administrative channel type.
*
* @param type Type to check against.
* @return True if this is an administrative channel type, false otherwise.
*/
bool isAdminLogChanType(int type) const;
/**
* @brief Checks if a channel type is either a public or administrative channel type.
*
* @param type Type to check against.
* @return True if this is either a public or administrative channel type, false otherwise.
*/
bool isLogChanType(int type) const;
/**
* @brief Checks if a server is "pure" (i.e: not running any mutators).
*
* @return True if the server is pure, false otherwise.
*/
bool isPure() const;
/**
* @brief Sends a command to the server.
*
* @param commmand Command to send.
* @return The number of bytes sent on success, less than or equal to zero otherwise.
*/
int send(const Jupiter::ReadableString &command);
/**
* @brief Sends an in-game message to the server.
*
* @param message Message to send in-game.
* @return The number of bytes sent on success, less than or equal to zero otherwise.
*/
int sendMessage(const Jupiter::ReadableString &message);
/**
* @brief Sends an in-game message to a player in the server.
*
* @param player Data of the player to send a message to.
* @param message Message to send in-game.
* @return The number of bytes sent on success, less than or equal to zero otherwise.
*/
int sendMessage(const RenX::PlayerInfo *player, const Jupiter::ReadableString &message);
/**
* @brief Sends data to the server.
*
* @param data String of data to send.
* @return The number of bytes sent on success, less than or equal to zero otherwise.
*/
int sendData(const Jupiter::ReadableString &data);
/**
* @brief Fetches a player's data, based on their name.
*
* @param name Name of the player.
* @return A player's data on success, nullptr otherwise.
*/
RenX::BuildingInfo *getBuildingByName(const Jupiter::ReadableString &name) const;
/**
* @brief Checks if a map name is in the rotation.
*
* @param name Name of map to search for
* @return True if the map exists, false otherwise.
*/
bool hasMapInRotation(const Jupiter::ReadableString &name) const;
/**
* @brief Searches for a map based on a part of its name.
*
* @param name Part of the map's name to search for
* @return A map's full name if it exists, nullptr otherwise.
*/
const Jupiter::ReadableString *getMapName(const Jupiter::ReadableString &name) const;
/**
* @brief Fetches the RCON command currently being processed.
*
* @return RCON command last executed.
*/
const Jupiter::ReadableString &getCurrentRCONCommand() const;
/**
* @brief Fetches the parameters of the RCON command currently being processed.
*
* @return Parameters of last RCON command last executed.
*/
const Jupiter::ReadableString &getCurrentRCONCommandParameters() const;
/**
* @brief Calculates the time since match start.
* Note: if hasSeenStart() is false, this is the time since the connection was established.
*
* @return Time since match start.
*/
std::chrono::milliseconds getGameTime() const;
/**
* @brief Calculates the time the player has been playing.
* Note: This will never be greater than getGameTime(void)
*
* @param player Player to calculate game-time of.
* @return Time player has been playing.
*/
std::chrono::milliseconds getGameTime(const RenX::PlayerInfo *player) const;
/**
* @brief Fetches a player's data based on their ID number.
*
* @param id ID of the player
* @return A pointer to a player's corresponding PlayerInfo on success, nullptr otherwise.
*/
RenX::PlayerInfo *getPlayer(int id) const;
/**
* @brief Fetches a player's data, based on their name.
*
* @param name Name of the player.
* @return A player's data on success, nullptr otherwise.
*/
RenX::PlayerInfo *getPlayerByName(const Jupiter::ReadableString &name) const;
/**
* @brief Fetches a player's data, based on part of their name.
*
* @param name Name of the player.
* @return A player's data on success, nullptr otherwise.
*/
RenX::PlayerInfo *getPlayerByPartName(const Jupiter::ReadableString &partName) const;
/**
* @brief Fetches a player's data, based on part of their name.
* Note: This does not check that the exact name exists first.
*
* @param name Name of the player.
* @return A player's data on success, nullptr otherwise.
*/
RenX::PlayerInfo *getPlayerByPartNameFast(const Jupiter::ReadableString &partName) const;
/**
* @brief Formats a player's Steam ID into a readable string.
*
* @param player Player to fetch Steam ID from
* @return A player's formatted Steam ID on success, an empty string otherwise.
*/
Jupiter::StringS formatSteamID(const RenX::PlayerInfo *player) const;
/**
* @brief Formats a Steam ID into a readable string.
*
* @param id Steam ID to format
* @return A player's formatted Steam ID on success, an empty string otherwise.
*/
Jupiter::StringS formatSteamID(uint64_t id) const;
/**
* @brief Kicks a player from the server.
*
* @param id Player ID of the player to kick.
*/
void kickPlayer(int id, const Jupiter::ReadableString &reason);
/**
* @brief Kicks a player from the server.
*
* @param player Data of the player to kick.
*/
void kickPlayer(const RenX::PlayerInfo *player, const Jupiter::ReadableString &reason);
/**
* @brief Kicks a player from the server.
*
* @param id Player ID of the player to kick.
*/
void forceKickPlayer(int id, const Jupiter::ReadableString &reason);
/**
* @brief Kicks a player from the server.
*
* @param player Data of the player to kick.
*/
void forceKickPlayer(const RenX::PlayerInfo *player, const Jupiter::ReadableString &reason);
/**
* @brief Bans a player from the server.
*
* @param id Player ID of the player to ban.
*/
void banPlayer(int id, const Jupiter::ReadableString &reason);
/**
* @brief Bans a player from the server.
*
* @param player Data of the player to ban.
* @param length Duration of the ban (0 for permanent).
*/
void banPlayer(const RenX::PlayerInfo *player, const Jupiter::ReadableString &reason, time_t length = 0);
/**
* @brief Removes a player's data based on their ID number.
*
* @param id ID of the player
* @return True if a player was removed, false otherwise.
*/
bool removePlayer(int id);
/**
* @brief Removes a player's data based on a player's data.
*
* @param player Pointer to a player's data
* @return True if a player was removed, false otherwise.
*/
bool removePlayer(RenX::PlayerInfo *player);
/**
* @brief Sends a full client list request.
* Note: This is used to build the initial player list.
*
* @return True on success, false otherwise.
*/
bool fetchClientList();
/**
* @brief Sends a patrial client list request.
* Note: This only updates score, credits, and ping for known players.
*
* @return True on success, false otherwise.
*/
bool updateClientList();
/**
* @brief Sends a building list request.
*
* @return True on success, false otherwise.
*/
bool updateBuildingList();
/**
* @brief Forces the current game to end.
*
* @return True on success, false otherwise.
*/
bool gameover();
/**
* @brief Forces the current game to end and changes the map.
*
* @return True on success, false otherwise.
*/
bool setMap(const Jupiter::ReadableString &map);
/**
* @brief Forces the current game to end.
*
* @return True on success, false otherwise.
*/
bool loadMutator(const Jupiter::ReadableString &mutator);
/**
* @brief Forces the current game to end.
*
* @return True on success, false otherwise.
*/
bool unloadMutator(const Jupiter::ReadableString &mutator);
/**
* @brief Forcefully ends the current vote.
*
* @return True on success, false otherwise.
*/
bool cancelVote(const RenX::TeamType team);
/**
* @brief Swaps the teams.
*
* @return True on success, false otherwise.
*/
bool swapTeams();
/**
* @brief Starts a demo recording.
*
* @return True on success, false otherwise.
*/
bool recordDemo();
/**
* @brief Mutes a player from the game chat.
*
* @return True on success, false otherwise.
*/
bool mute(const RenX::PlayerInfo *player);
/**
* @brief Allows a player to use the game chat.
*
* @return True on success, false otherwise.
*/
bool unmute(const RenX::PlayerInfo *player);
/**
* @brief Gives a player additional credits.
*
* @param id ID of the player to give credits to
* @param credits Credits to give to player
* @return True on success, false otherwise.
*/
bool giveCredits(int id, double credits);
/**
* @brief Gives a player additional credits.
*
* @param player Player to give credits to
* @param credits Credits to give to player
* @return True on success, false otherwise.
*/
bool giveCredits(RenX::PlayerInfo *player, double credits);
/**
* @brief Kills a player.
*
* @param id ID of the player to kill
* @return True on success, false otherwise.
*/
bool kill(int id);
/**
* @brief Kills a player.
*
* @param player Player to kill
* @return True on success, false otherwise.
*/
bool kill(RenX::PlayerInfo *player);
/**
* @brief Disarms all of a player's deployed objects.
*
* @param id ID of the player to disarm
* @return True on success, false otherwise.
*/
bool disarm(int id);
/**
* @brief Disarms all of a player's deployed objects.
*
* @param player Player to disarm
* @return True on success, false otherwise.
*/
bool disarm(RenX::PlayerInfo *player);
/**
* @brief Disarms all of a player's deployed C4.
*
* @param id ID of the player to disarm
* @return True on success, false otherwise.
*/
bool disarmC4(int id);
/**
* @brief Disarms all of a player's deployed C4.
*
* @param player Player to disarm
* @return True on success, false otherwise.
*/
bool disarmC4(RenX::PlayerInfo *player);
/**
* @brief Disarms all of a player's deployed beacons.
*
* @param id ID of the player to disarm
* @return True on success, false otherwise.
*/
bool disarmBeacon(int id);
/**
* @brief Disarms all of a player's deployed beacons.
*
* @param player Player to disarm
* @return True on success, false otherwise.
*/
bool disarmBeacon(RenX::PlayerInfo *player);
/**
* @brief Forces a player to change teams.
*
* @param id ID of the player to give credits to
* @param resetCredits True to reset the player's credits, false otherwise.
* @return True on success, false otherwise.
*/
bool changeTeam(int id, bool resetCredits = true);
/**
* @brief Forces a player to change teams.
*
* @param player Player to change teams
* @param resetCredits True to reset the player's credits, false otherwise.
* @return True on success, false otherwise.
*/
bool changeTeam(RenX::PlayerInfo *player, bool resetCredits = true);
/**
* @brief Fetches a server's IRC logging prefix.
*
* @return The server's logging prefix.
*/
const Jupiter::ReadableString &getPrefix() const;
/**
* @brief Sets a server's IRC logging prefix.
*
* @param prefix Prefix to use.
*/
void setPrefix(const Jupiter::ReadableString &prefix);
/**
* @brief Fetches a server's game command prefix.
*
* @return The server's game command prefix.
*/
const Jupiter::ReadableString &getCommandPrefix() const;
/**
* @brief Sets a server's game command prefix.
*
* @param prefix Prefix to use.
*/
void setCommandPrefix(const Jupiter::ReadableString &prefix);
/**
* @brief Fetches the rules of a server.
*
* @return String containing the rules of the server.
*/
const Jupiter::ReadableString &getRules() const;
/**
* @brief Sets the rules of a server.
*
* @param rules Rules for the server to be used.
*/
void setRules(const Jupiter::ReadableString &rules);
/**
* @brief Fetches the hostname of a server.
*
* @return String containing the hostname of the server.
*/
const Jupiter::ReadableString &getHostname() const;
/**
* @brief Fetches the port of a server.
*
* @return Port of the server.
*/
unsigned short getPort() const;
/**
* @brief Fetches the hostname from the server socket.
*
* @return String containing the hostname of the server.
*/
const Jupiter::ReadableString &getSocketHostname() const;
/**
* @brief Fetches the port from the server socket.
*
* @return Port of the server.
*/
unsigned short getSocketPort() const;
/**
* @brief Fetches the time of the last connection attempt.
* Note: This includes both successful and failed connection attempts.
*
* @return Time of the last connection attempt.
*/
std::chrono::steady_clock::time_point getLastAttempt() const;
/**
* @brief Fetches the time delay between connection attempts.
*
* @return Time delay between connection attempts.
*/
std::chrono::milliseconds getDelay() const;
/**
* @brief Checks if the server has a game password.
*
* @return True if the game is passworded, false otherwise.
*/
bool isPassworded() const;
/**
* @brief Fetches the RCON password of a server.
*
* @return String containing the password of the server.
*/
const Jupiter::ReadableString &getPassword() const;
/**
* @brief Fetches this connection's RCON user name.
*
* @return String containing the RCON user name.
*/
const Jupiter::ReadableString &getUser() const;
/**
* @brief Fetches the name of this server.
*
* @return String containing the server name.
*/
const Jupiter::ReadableString &getName() const;
/**
* @brief Fetches the current map.
*
* @return String containing the current map.
*/
const Jupiter::ReadableString &getMap() const;
/**
* @brief Fetches a command from the list.
*
* @param index Index of the command to return.
* @return Command located at the specified index.
*/
GameCommand *getCommand(unsigned int index) const;
/**
* @brief Fetches a command from the list.
*
* @param trigger Trigger of the command to get
* @return Command with the specified trigger.
*/
GameCommand *getCommand(const Jupiter::ReadableString &trigger) const;
/**
* @brief Returns the number of commands in the command list.
*
* @return Number of commands in the command list.
*/
unsigned int getCommandCount() const;
/**
* @brief Triggers commands matching a specified trigger.
*
* @param trigger Trigger of the command to fire.
* @return Number of commands triggered.
*/
unsigned int triggerCommand(const Jupiter::ReadableString &trigger, RenX::PlayerInfo *player, const Jupiter::ReadableString &parameters);
/**
* @brief Adds a command to the server's game command list.
*
* @param command Command to add.
*/
void addCommand(RenX::GameCommand *command);
/**
* @brief Adds a command to the server's game command list.
*
* @param command Command to remove.
* @return True if a command was removed, false otherwise.
*/
bool removeCommand(RenX::GameCommand *command);
/**
* @brief Adds a command to the server's game command list.
*
* @param trigger Trigger of the command to remove.
* @return True if a command was removed, false otherwise.
*/
bool removeCommand(const Jupiter::ReadableString &trigger);
/**
* @brief Prototype of UUID calculation function.
* Note: Every player's UUID should be either unique, or empty.
*
* @param player Player to calculate UUID of
* @return UUID calculated from player.
*/
typedef Jupiter::StringS(*uuid_func)(RenX::PlayerInfo *player);
/**
* @brief Sets the player UUID calculation function.
* Note: This also recalculates the UUIDs of all current players.
*
* @param function Function to calculate UUIDs with.
*/
void setUUIDFunction(uuid_func function);
/**
* @brief Fetches the current UUID calculation function.
*
* @return Function used to calculate UUIDs.
*/
uuid_func getUUIDFunction() const;
/**
* @brief Changes a player's UUID.
*
* @param player Player with UUID to change
* @param uuid Player's new UUID
*/
void setUUID(RenX::PlayerInfo *player, const Jupiter::ReadableString &uuid);
/**
* @brief Changes a player's UUID only if it is different than their current UUID
*
* @param player Player with UUID to change
* @param uuid Player's new UUID
* @return True if the UUIDs did not match, false otherwise.
*/
bool setUUIDIfDifferent(RenX::PlayerInfo *player, const Jupiter::ReadableString &uuid);
/**
* @brief Formats and sends a message to a server's corresponding public channels.
*
* @param fmt String containing the format specifiers indicating what message to send.
*/
void sendPubChan(const char *fmt, ...) const;
void sendPubChan(const Jupiter::ReadableString &msg) const;
/**
* @brief Formats and sends a message to a server's corresponding adminstrative channels.
*
* @param fmt String containing the format specifiers indicating what message to send.
*/
void sendAdmChan(const char *fmt, ...) const;
void sendAdmChan(const Jupiter::ReadableString &msg) const;
/**
* @brief Formats and sends a message to a server's corresponding channels.
*
* @param fmt String containing the format specifiers indicating what message to send.
*/
void sendLogChan(const char *fmt, ...) const;
void sendLogChan(const Jupiter::ReadableString &msg) const;
/**
* @brief Processes a line of RCON input data. Input data SHOULD NOT include a new-line ('\n') terminator.
*
* @param line Line to process
*/
void processLine(const Jupiter::ReadableString &line);
/**
* @brief Disconnects from a server's RCON interface.
*
* @param reason Reason for reconnecting.
*/
void disconnect(RenX::DisconnectReason reason);
/**
* @brief Connects to the server's RCON interface.
*
* @return True if the socket successfully connected, false otherwise.
*/
bool connect();
/**
* @brief Reconnects to the server's RCON interface.
*
* @param reason Reason for reconnecting.
* @return True if the socket successfully connected, false otherwise.
*/
bool reconnect(RenX::DisconnectReason reason);
/**
* @brief Deletes all of the data about a server (such as players).
* This is mostly for use with the reconnect mechanism.
*/
void wipeData();
/**
* @brief Fetches the RCON version number, or 0 or none has been set.
*
* @return RCON version number
*/
unsigned int getVersion() const;
/**
* @brief Fetches the game version string, or an empty string if none has been set.
*
* @return String containing the Game version
*/
const Jupiter::ReadableString &getGameVersion() const;
/**
* @brief Fetches the RCON user name.
*
* @return String containing the RCON user name
*/
const Jupiter::ReadableString &getRCONUsername() const;
/**
* @brief Creates a server object using the provided socket, and loads settings from the specified configuration section.
*
* @param socket Initialized Socket to use for the connection
* @param configurationSection Configuration section to load from.
*/
Server(Jupiter::Socket &&socket, const Jupiter::ReadableString &configurationSection);
/**
* @brief Creates the Server object, and loads settings from the specified configuration section.
*
* @param configurationSection Configuration section to load from.
*/
Server(const Jupiter::ReadableString &configurationSection);
/**
* @brief Destructor for Server class.
*/
~Server();
/** Private members */
private:
void init();
/** Tracking variables */
bool pure = false;
bool connected = false;
bool seamless = false;
bool needsCList = false;
bool silenceParts = false;
bool silenceJoins = false;
bool seenStart = true;
bool firstKill = false;
bool firstDeath = false;
bool firstAction = false;
bool awaitingPong = false;
bool passworded = false;
bool steamRequired = false;
bool privateMessageTeamOnly = false;
bool allowPrivateMessaging = true;
bool autoBalanceTeams = true;
bool spawnCrates = true;
int attempts = 0;
int playerLimit = 0;
int vehicleLimit = 0;
int mineLimit = 0;
int timeLimit = 0;
unsigned int rconVersion = 0;
double crateRespawnAfterPickup = 0.0;
uuid_func calc_uuid;
std::chrono::steady_clock::time_point lastAttempt = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point gameStart = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point lastClientListUpdate = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point lastBuildingListUpdate = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point lastActivity = std::chrono::steady_clock::now();
Jupiter::String lastLine;
Jupiter::StringS rconUser;
Jupiter::StringS gameVersion;
Jupiter::StringS serverName;
Jupiter::StringS map;
Jupiter::StringS lastCommand;
Jupiter::StringS lastCommandParams;
Jupiter::TCPSocket sock;
Jupiter::ReadableString::TokenizeResult<Jupiter::String_Strict> commandListFormat;
Jupiter::ArrayList<RenX::GameCommand> commands;
/** Configuration variables */
bool rconBan;
bool localBan;
bool localSteamBan;
bool localIPBan;
bool localNameBan;
bool neverSay;
unsigned short port;
int logChanType;
int adminLogChanType;
int maxAttempts;
int steamFormat; /** 16 = hex, 10 = base 10, 8 = octal, -2 = SteamID 2, -3 = SteamID 3 */
std::chrono::milliseconds delay;
std::chrono::milliseconds clientUpdateRate;
std::chrono::milliseconds buildingUpdateRate;
std::chrono::milliseconds pingRate;
std::chrono::milliseconds pingTimeoutThreshold;
Jupiter::CStringS clientHostname;
Jupiter::CStringS hostname;
Jupiter::StringS pass;
Jupiter::StringS configSection;
Jupiter::StringS rules;
Jupiter::StringS IRCPrefix;
Jupiter::StringS CommandPrefix;
Jupiter::INIFile::Section *commandAccessLevels;
Jupiter::INIFile::Section *commandAliases;
};
}
/** Re-enable warnings */
#if defined _MSC_VER
#pragma warning(pop)
#endif
#endif // _RENX_SERVER_H_HEADER