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Samples/PHPDirectoryServer2/PHPDirectoryServer2.h
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Samples/PHPDirectoryServer2/PHPDirectoryServer2.h
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/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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/// \file
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/// \brief Contains PHPDirectoryServer2, a client for communicating with a HTTP list of game servers
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///
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __PHP_DIRECTORY_SERVER_2
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#define __PHP_DIRECTORY_SERVER_2
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#include "slikenet/Export.h"
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#include "slikenet/string.h"
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#include "slikenet/HTTPConnection.h"
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#include "slikenet/types.h"
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#include "slikenet/DS_Queue.h"
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#include "slikenet/DS_Table.h"
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#include "slikenet/DS_Map.h"
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namespace SLNet {
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struct SystemAddress;
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enum HTTPReadResult
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{
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HTTP_RESULT_GOT_TABLE,
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HTTP_RESULT_EMPTY
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};
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/// \brief Use PHPDirectoryServer2 as a C++ client to DirectoryServer.php
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///
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/// PHPDirectoryServer2 works with the HTTPConnection class (which works with the TCPInterface class) in order to communiate with DirectoryServer.php found under Samples/PHPDirectoryServer2
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class RAK_DLL_EXPORT PHPDirectoryServer2
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{
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public:
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PHPDirectoryServer2();
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virtual ~PHPDirectoryServer2();
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/// Associate PHPDirectoryServer2 with the HTTPConnection class it will communicate through
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/// \param[in] _http The instance of HTTP connection we will communicate through
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/// \param[in] _path The path to the PHP file on the remote server. For example, if the path is mysite.com/raknet/DirectoryServer.php then you would enter raknet/DirectoryServer.php
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void Init(HTTPConnection *_http, const char *_path);
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/// Set a parameter (these are passed to the server)
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/// To delete a column, just pass an empty string for value
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/// Store the game name and port with UploadTable, rather than SetField, as these columns are required and use reserved column names
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/// \param[in] columnName The name of the column to store
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/// \param[in] value What value to hold for the uploaded row (only one row can be uploaded at a time)
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void SetField(SLNet::RakString columnName, SLNet::RakString value);
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/// Returns the number of fields set with SetField()
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unsigned int GetFieldCount(void) const;
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/// Returns a field set with SetField()
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/// \param[in] index The 0 based index into the field list
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/// \param[out] columnName The \a columnName parameter passed to SetField()
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/// \param[out] value The \a value parameter passed to SetField()
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void GetField(unsigned int index, SLNet::RakString &columnName, SLNet::RakString &value);
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/// Set all parameters at once from a table
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/// \param[in] table A table containing the values you want to send. Note that all values are stored as strings in PHP
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void SetFields(DataStructures::Table *table);
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/// Clear all fields
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void ClearFields(void);
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/// Upload the values set with SetFields() or SetField()
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/// On success:
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/// 1. HTTPConnection::HasRead() will return true.
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/// 2. Pass the value returned by HTTPConnection::Read() to PHPDirectoryServer2::ProcessHTTPRead().
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/// 3. The return value of PHPDirectoryServer2::ProcessHTTPRead() will be HTTP_RESULT_EMPTY
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/// \param[in] uploadPassword The upload password set in the PHP page itself when you first uploaded and viewed it in the webpage.
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/// \param[in] gameName Every entry must have a game name. Pass it here.
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/// \param[in] gamePort Every entry must have a game port. Pass it here. The IP address will be stored automatically, or you can manually set it by passing a field named _System_Address
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/// \param[in] autoRepost Tables must be uploaded every 60 seconds or they get dropped. Set autoRepost to true to automatically reupload the most recent table.
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void UploadTable(SLNet::RakString uploadPassword, SLNet::RakString gameName, unsigned short gamePort, bool autoRepost);
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/// Send a download request to the PHP server.
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/// On success:
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/// 1. HTTPConnection::HasRead() will return true.
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/// 2. Pass the value returned by HTTPConnection::Read() to PHPDirectoryServer2::ProcessHTTPRead().
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/// 3. The return value of PHPDirectoryServer2::ProcessHTTPRead() will be HTTP_RESULT_GOT_TABLE or HTTP_RESULT_EMPTY
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/// 4. On HTTP_RESULT_GOT_TABLE, use GetLastDownloadedTable() to read the results.
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/// \param[in] downloadPassword The download password set in the PHP page itself when you first uploaded and viewed it in the webpage.
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void DownloadTable(SLNet::RakString downloadPassword);
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/// Same as calling DownloadTable immediately followed by UploadTable, except only the download result is returned
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/// \param[in] uploadPassword The upload password set in the PHP page itself when you first uploaded and viewed it in the webpage.
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/// \param[in] downloadPassword The download password set in the PHP page itself when you first uploaded and viewed it in the webpage.
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/// \param[in] gameName Every entry must have a game name. Pass it here.
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/// \param[in] gamePort Every entry must have a game port. Pass it here. The IP address will be stored automatically, or you can manually set it by passing a field named _System_Address
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/// \param[in] autoRepost Tables must be uploaded every 60 seconds or they get dropped. Set autoRepost to true to automatically reupload the most recent table.
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void UploadAndDownloadTable(SLNet::RakString uploadPassword, SLNet::RakString downloadPassword, SLNet::RakString gameName, unsigned short gamePort, bool autoRepost);
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/// When HTTPConnection::ProcessDataPacket() returns true, and not an error, pass HTTPConnection::Read() to this function
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/// The message will be parsed into DataStructures::Table, and a copy stored internally which can be retrieved by GetLastDownloadedTable();
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/// \param[in] packetData Returned from HTTPInterface::Read()
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/// \return One of the values for HTTPReadResult
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HTTPReadResult ProcessHTTPRead(SLNet::RakString httpRead);
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/// Returns the last value returned from ProcessHTTPString
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/// Default columns are "__GAME_NAME", "__GAME_PORT", "_System_Address"
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/// \return The table created by parsing httpString
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const DataStructures::Table *GetLastDownloadedTable(void) const;
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/// Call this periodically - it will handle connection states and refreshing updates to the server
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void Update(void);
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private:
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HTTPConnection *http;
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SLNet::RakString pathToPHP;
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SLNet::RakString gameNameParam;
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unsigned short gamePortParam;
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void SendOperation(void);
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void PushColumnsAndValues(DataStructures::List<SLNet::RakString> &columns, DataStructures::List<SLNet::RakString> &values);
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DataStructures::Table lastDownloadedTable;
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DataStructures::Map<SLNet::RakString, SLNet::RakString> fields;
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SLNet::RakString currentOperation;
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SLNet::TimeMS nextRepost;
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};
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} // namespace SLNet
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#endif
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