mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
162 lines
4.9 KiB
C
162 lines
4.9 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================
|
||
|
#if !defined( SOCKET_H )
|
||
|
#define SOCKET_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "netadr.h"
|
||
|
#include "MsgBuffer.h"
|
||
|
#include "utlvector.h"
|
||
|
|
||
|
#include <stdio.h>
|
||
|
|
||
|
class CMsgBuffer;
|
||
|
class CSocket;
|
||
|
class IGameList;
|
||
|
|
||
|
// Use this to pick apart the network stream, must be packed
|
||
|
#pragma pack(1)
|
||
|
typedef struct
|
||
|
{
|
||
|
int netID;
|
||
|
int sequenceNumber;
|
||
|
char packetID;
|
||
|
} SPLITPACKET;
|
||
|
#pragma pack()
|
||
|
|
||
|
#define MAX_PACKETS 16 // 4 bits for the packet count, so only
|
||
|
#define MAX_RETRIES 2 // the number of fragments from other packets to drop before we declare the outstanding
|
||
|
// fragment lost :)
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Instances a message handler for incoming messages.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CMsgHandler
|
||
|
{
|
||
|
public:
|
||
|
enum
|
||
|
{
|
||
|
MAX_HANDLER_STRING = 64
|
||
|
};
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
MSGHANDLER_ALL = 0,
|
||
|
MSGHANDLER_BYTECODE,
|
||
|
MSGHANDLER_STRING
|
||
|
} HANDLERTYPE;
|
||
|
|
||
|
// Construction
|
||
|
CMsgHandler( HANDLERTYPE type, void *typeinfo = 0 );
|
||
|
virtual ~CMsgHandler( void );
|
||
|
|
||
|
// Message received, process it
|
||
|
virtual bool Process( netadr_t *from, CMsgBuffer *msg ) = 0;
|
||
|
|
||
|
// For linking togethr handler chains
|
||
|
virtual CMsgHandler *GetNext( void ) const;
|
||
|
virtual void SetNext( CMsgHandler *next );
|
||
|
|
||
|
// Access/set associated socket
|
||
|
virtual CSocket *GetSocket( void ) const;
|
||
|
virtual void SetSocket( CSocket *socket );
|
||
|
|
||
|
private:
|
||
|
// Internal message received, crack type info and check it before calling process
|
||
|
bool ProcessMessage( netadr_t *from, CMsgBuffer *msg );
|
||
|
|
||
|
// Opaque pointer to underlying recipient class
|
||
|
IGameList *m_pBaseObject;
|
||
|
|
||
|
// Next handler in chain
|
||
|
HANDLERTYPE m_Type;
|
||
|
unsigned char m_ByteCode;
|
||
|
char m_szString[ MAX_HANDLER_STRING ];
|
||
|
|
||
|
// Next handler in chain
|
||
|
CMsgHandler *m_pNext;
|
||
|
// Associated socket
|
||
|
CSocket *m_pSocket;
|
||
|
|
||
|
friend CSocket;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Creates a non-blocking, broadcast capable, UDP socket. If port is
|
||
|
// specified, binds it to listen on that port, otherwise, chooses a random port.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CSocket
|
||
|
{
|
||
|
public:
|
||
|
// Construction/destruction
|
||
|
CSocket( const char *socketname, int port = -1 );
|
||
|
virtual ~CSocket( void );
|
||
|
|
||
|
// Adds the message hander to the head of the sockets handler chain
|
||
|
virtual void AddMessageHandler( CMsgHandler *handler );
|
||
|
// Removes the specified message handler
|
||
|
virtual void RemoveMessageHandler( CMsgHandler *handler );
|
||
|
|
||
|
// Send the message to the recipient, if msg == NULL, use the internal message buffer
|
||
|
virtual int SendMessage( netadr_t *to, CMsgBuffer *msg = NULL );
|
||
|
// Broadcast the message on the specified port, if msg == NULL use the internal message buffer
|
||
|
virtual int Broadcast( int port, CMsgBuffer *msg = NULL );
|
||
|
// Get access to the internal message buffer
|
||
|
virtual CMsgBuffer *GetSendBuffer( void );
|
||
|
// Called once per frame to check for new data
|
||
|
virtual void Frame( void );
|
||
|
// Check whether the socket was created and set up properly
|
||
|
virtual bool IsValid( void ) const;
|
||
|
// Get the address this socket is bound to
|
||
|
virtual const netadr_t *GetAddress( void );
|
||
|
|
||
|
// Allow creating object to store a 32 bit value and retrieve it
|
||
|
virtual void SetUserData( unsigned int userData );
|
||
|
virtual unsigned int GetUserData(void ) const;
|
||
|
|
||
|
// Allow other objects to get the raw socket interger
|
||
|
virtual int GetSocketNumber( void ) const;
|
||
|
// Called when FD_ISSET noted that the socket has incoming data
|
||
|
virtual bool ReceiveData( void );
|
||
|
// Called to get current time
|
||
|
static float GetClock( void );
|
||
|
|
||
|
private:
|
||
|
const char *m_pSocketName;
|
||
|
// Socket listen address
|
||
|
bool m_bValid;
|
||
|
// Socket IP address
|
||
|
netadr_t m_Address;
|
||
|
// Has the IP address been resolved
|
||
|
bool m_bResolved;
|
||
|
// Internal message buffers
|
||
|
CUtlVector<CMsgBuffer> m_MsgBuffers;
|
||
|
CMsgBuffer m_SendBuffer;
|
||
|
// critical section for accessing buffers
|
||
|
void *m_pBufferCS;
|
||
|
// One or more listeners for the incoming message
|
||
|
CMsgHandler *m_pMessageHandlers;
|
||
|
// Winsock socket number
|
||
|
int m_Socket;
|
||
|
// User 32 bit value
|
||
|
unsigned int m_nUserData;
|
||
|
// Socket to which non Broadcast SendMessage was directed. The socket will wait for a response
|
||
|
// from that exact address
|
||
|
netadr_t m_ToAddress;
|
||
|
// Set to true if the send was a Broadcast, and therefore from != to address is okay
|
||
|
bool m_bBroadcastSend;
|
||
|
|
||
|
int m_iTotalPackets; // total number of packets in a fragment
|
||
|
int m_iCurrentPackets; // current packet count
|
||
|
int m_iSeqNo; // the sequence number of the packet
|
||
|
int m_iRetries;
|
||
|
CMsgBuffer m_CurPacket[MAX_PACKETS]; // store for the packet
|
||
|
};
|
||
|
|
||
|
#endif // SOCKET_H
|