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Source/include/slikenet/transport2.h
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115
Source/include/slikenet/transport2.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 RakNetTransportCommandParser and RakNetTransport used to provide a secure console connection.
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///
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#include "NativeFeatureIncludes.h"
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#if _RAKNET_SUPPORT_TelnetTransport==1
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#ifndef __RAKNET_TRANSPORT_2
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#define __RAKNET_TRANSPORT_2
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#include "TransportInterface.h"
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#include "DS_Queue.h"
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#include "CommandParserInterface.h"
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#include "PluginInterface2.h"
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#include "Export.h"
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namespace SLNet
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{
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/// Forward declarations
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class BitStream;
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class RakPeerInterface;
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class RakNetTransport;
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/// \defgroup RAKNET_TRANSPORT_GROUP RakNetTransport
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/// \brief UDP based transport implementation for the ConsoleServer
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/// \details
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/// \ingroup PLUGINS_GROUP
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/// \brief Use RakNetTransport if you need a secure connection between the client and the console server.
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/// \details RakNetTransport automatically initializes security for the system. Use the project CommandConsoleClient to connect
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/// To the ConsoleServer if you use RakNetTransport
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/// \ingroup RAKNET_TRANSPORT_GROUP
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class RAK_DLL_EXPORT RakNetTransport2 : public TransportInterface, public PluginInterface2
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{
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public:
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// GetInstance() and DestroyInstance(instance*)
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STATIC_FACTORY_DECLARATIONS(RakNetTransport2)
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RakNetTransport2();
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virtual ~RakNetTransport2();
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/// Start the transport provider on the indicated port.
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/// \param[in] port The port to start the transport provider on
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/// \param[in] serverMode If true, you should allow incoming connections (I don't actually use this anywhere)
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/// \return Return true on success, false on failure.
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bool Start(unsigned short port, bool serverMode);
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/// Stop the transport provider. You can clear memory and shutdown threads here.
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void Stop(void);
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/// Send a null-terminated string to \a systemAddress
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/// If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here
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/// and parse it out in Receive().
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/// \param[in] systemAddress The player to send the string to
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/// \param[in] data format specifier - same as RAKNET_DEBUG_PRINTF
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/// \param[in] ... format specification arguments - same as RAKNET_DEBUG_PRINTF
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void Send( SystemAddress systemAddress, const char *data, ... );
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/// Disconnect \a systemAddress . The binary address and port defines the SystemAddress structure.
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/// \param[in] systemAddress The player/address to disconnect
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void CloseConnection( SystemAddress systemAddress );
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/// Return a string. The string should be allocated and written to Packet::data .
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/// The byte length should be written to Packet::length . The player/address should be written to Packet::systemAddress
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/// If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet
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/// and thus only return a string in Packet::data
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/// \return The packet structure containing the result of Receive, or 0 if no data is available
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Packet* Receive( void );
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/// Deallocate the Packet structure returned by Receive
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/// \param[in] The packet to deallocate
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void DeallocatePacket( Packet *packet );
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/// If a new system connects to you, you should queue that event and return the systemAddress/address of that player in this function.
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/// \return The SystemAddress/address of the system
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SystemAddress HasNewIncomingConnection(void);
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/// If a system loses the connection, you should queue that event and return the systemAddress/address of that player in this function.
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/// \return The SystemAddress/address of the system
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SystemAddress HasLostConnection(void);
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virtual CommandParserInterface* GetCommandParser(void) {return 0;}
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/// \internal
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virtual PluginReceiveResult OnReceive(Packet *packet);
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/// \internal
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virtual void OnClosedConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason );
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/// \internal
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virtual void OnNewConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, bool isIncoming);
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protected:
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DataStructures::Queue<SystemAddress> newConnections, lostConnections;
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DataStructures::Queue<Packet*> packetQueue;
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};
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} // namespace SLNet
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#endif
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#endif // _RAKNET_SUPPORT_*
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