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93 lines
2.1 KiB
C++
93 lines
2.1 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 SERVICE_CONN_MGR_H
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#define SERVICE_CONN_MGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utllinkedlist.h"
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#include "utlvector.h"
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#include "tcpsocket.h"
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#include "ThreadedTCPSocketEmu.h"
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class CServiceConn
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{
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public:
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CServiceConn();
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~CServiceConn();
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int m_ID;
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ITCPSocket *m_pSocket;
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DWORD m_LastRecvTime;
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};
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// ------------------------------------------------------------------------------------------ //
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// CServiceConnMgr. This class manages connections to all the UIs (there should only be one UI at
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// any given time, but it's conceivable that multiple people can be logged into NT servers
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// simultaneously).
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// ------------------------------------------------------------------------------------------ //
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class CServiceConnMgr
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{
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public:
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CServiceConnMgr();
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~CServiceConnMgr();
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bool InitServer(); // Registers as a systemwide server.
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bool InitClient(); // Connects to the server.
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void Term();
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// Returns true if there are any connections. If you used InitClient() and there are
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// no connections, it will continuously try to connect with a server.
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bool IsConnected();
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// This should be called as often as possible. It checks for dead connections and it
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// handles incoming packets from UIs.
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void Update();
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// This sends out a message. If id is -1, then it sends to all connections.
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void SendPacket( int id, const void *pData, int len );
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// Overridables.
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public:
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virtual void OnNewConnection( int id );
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virtual void OnTerminateConnection( int id );
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virtual void HandlePacket( const char *pData, int len );
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private:
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void AttemptConnect();
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private:
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CUtlLinkedList<CServiceConn*, int> m_Connections;
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bool m_bShuttingDown;
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// This tells if we're running as a client or server.
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bool m_bServer;
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// If we're a client, this is the last time we tried to connect.
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DWORD m_LastConnectAttemptTime;
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// If we're the server, this is the socket we listen on.
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ITCPListenSocket *m_pListenSocket;
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};
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#endif // SERVICE_CONN_MGR_H
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