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174 lines
5.5 KiB
C++
174 lines
5.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ITHREADEDTCPSOCKET_H
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#define ITHREADEDTCPSOCKET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iphelpers.h"
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class IThreadedTCPSocket;
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class CTCPPacket
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{
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public:
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// Access the contents of the packet.
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const char* GetData() const;
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int GetLen() const;
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// You can attach some user data to the packet.
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int GetUserData() const;
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void SetUserData( int userData );
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// Free resources associated with the packet.
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void Release();
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public:
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friend class CThreadedTCPSocket;
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~CTCPPacket(); // Use Release(), not delete.
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int m_UserData;
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int m_Len;
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char m_Data[1];
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};
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inline const char* CTCPPacket::GetData() const
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{
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return m_Data;
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}
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inline int CTCPPacket::GetLen() const
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{
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return m_Len;
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}
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// The application implements this to handle packets that are received.
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// Note that the implementation must be thread-safe because these functions can be called
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// from various threads.
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class ITCPSocketHandler
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{
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public:
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enum
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{
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SocketError=0,
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ConnectionTimedOut
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};
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// This is called right when the socket becomes ready to have data sent through it and
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// before OnPacketReceive is ever called.
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virtual void Init( IThreadedTCPSocket *pSocket ) = 0;
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// This is called when a packet arrives. NOTE: you are responsible for freeing the packet
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// by calling CTCPPacket::Release() on it.
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virtual void OnPacketReceived( CTCPPacket *pPacket ) = 0;
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// Handle errors inside the socket. After this is called, the socket is no longer alive.
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// Note: this might be called from ANY thread (the main thread, the send thread, or the receive thread).
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//
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// errorCode is one of the enums above (SocketError, ConnectionTimedOut, etc).
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virtual void OnError( int errorCode, const char *pErrorString ) = 0;
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};
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//
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// This is the main threaded TCP socket class.
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// The way these work is that they have a thread for sending and a thread for receiving data.
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//
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// The send thread is continually pushing your data out the door.
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//
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// The receive thread is continually receiving data. When it receives data, it calls your HandlePacketFn
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// to allow the user to handle it. Be very careful in your HandlePacketFn, since it is in another thread.
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// Anything it accesses should be protected by mutexes and the like.
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//
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class IThreadedTCPSocket
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{
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public:
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// Cleanup everything and exit.
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// Note: if the receive thread is inside your HandlePacketFn returns, this function blocks until that function returns.
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virtual void Release() = 0;
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// Returns the address of whoever you are connected to.
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virtual CIPAddr GetRemoteAddr() const = 0;
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// Returns true if the socket is connected and ready to go. If this returns false, then the socket won't
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// send or receive data any more. It also means that your ITCPSocketHandler's OnError function has been called.
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virtual bool IsValid() = 0;
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// Send data. Any thread can call these functions, and they don't block. They make a copy of the data, then
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// enqueue it for sending.
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virtual bool Send( const void *pData, int len ) = 0;
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virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
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};
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// Use these to get incoming connections.
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class ITCPConnectSocket
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{
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public:
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// Call this to stop listening for connections and delete the object.
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virtual void Release() = 0;
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// Keep calling this as long as you want to wait for connections.
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//
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// If it returns true and pSocket is NULL, it means it hasn't connected yet.
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// If it returns true and pSocket is non-NULL, then it has connected.
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// If it returns false, then the connection attempt failed and all further Update() calls will return false.
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virtual bool Update( IThreadedTCPSocket **pSocket, unsigned long milliseconds=0 ) = 0;
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};
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// This class is implemented by the app and passed into CreateListener. When the listener makes
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// a new connection, it calls CreateNewHandler() to have the app create something that will handle
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// the received packets and errors for the new socket.
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class IHandlerCreator
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{
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public:
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// This function must return a valid value.
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virtual ITCPSocketHandler* CreateNewHandler() = 0;
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};
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// Use this to listen for TCP connections. The ITCPConnectSocket will keep returning connections
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// until you call Release().
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ITCPConnectSocket* ThreadedTCP_CreateListener(
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IHandlerCreator *pHandlerCreator, // This handles messages from the socket.
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const unsigned short port, // Listen on this port.
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int nQueueLength = 5 // How many connections
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);
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// Use this to connect to a remote process. After Update() returns a non-NULL value, you should
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// call Release() on the ITCPConnectSocket because it won't ever return another connection.
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ITCPConnectSocket* ThreadedTCP_CreateConnector(
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const CIPAddr &addr, // Who to connect to.
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const CIPAddr &localAddr, // Local address to bind to. Leave uninitialized (pass in CIPAddr()) and it will
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// an interface and a port for you. You can also just fill in the port, and it will
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// use that port and choose an interface for you.
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IHandlerCreator *pHandlerCreator// If it connects, it asks this thing to make a handler for the connection.
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);
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// Enable or disable timeouts.
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void ThreadedTCP_EnableTimeouts( bool bEnable );
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// This should be called at init time. If set to true, it'll set the send and recv threads to low priority.
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// (Default is true).
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void ThreadedTCP_SetTCPSocketThreadPriorities( bool bSetTCPSocketThreadPriorities );
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#endif // ITHREADEDTCPSOCKET_H
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