/// \file /// \brief \b RakNet's plugin functionality system. You can derive from this to create your own plugins. /// /// This file is part of RakNet Copyright 2003 Kevin Jenkins. /// /// Usage of RakNet is subject to the appropriate license agreement. /// Creative Commons Licensees are subject to the /// license found at /// http://creativecommons.org/licenses/by-nc/2.5/ /// Single application licensees are subject to the license found at /// http://www.rakkarsoft.com/SingleApplicationLicense.html /// Custom license users are subject to the terms therein. /// GPL license users are subject to the GNU General Public /// License as published by the Free /// Software Foundation; either version 2 of the License, or (at your /// option) any later version. #ifndef __PLUGIN_INTERFACE_H #define __PLUGIN_INTERFACE_H class RakPeerInterface; struct Packet; struct InternalPacket; enum PluginReceiveResult { // The plugin used this message and it shouldn't be given to the user. RR_STOP_PROCESSING_AND_DEALLOCATE=0, // This message will be processed by other plugins, and at last by the user. RR_CONTINUE_PROCESSING, // The plugin is going to hold on to this message. Do not deallocate it but do not pass it to other plugins either. RR_STOP_PROCESSING, }; #include "NetworkTypes.h" #include "Export.h" /// \defgroup PLUGINS_GROUP PluginInterface /// \brief PluginInterface provides a mechanism to add functionality in a modular way. /// MessageHandlers should derive from PluginInterface and be attached to RakPeer using the function AttachPlugin /// On a user call to Receive, OnReceive is called for every PluginInterface, which can then take action based on the message /// passed to it. This is used to transparently add game-independent functional modules, similar to browser plugins /// /// \sa ReplicaManager /// \sa FullyConnectedMesh /// \sa PacketLogger /// \ingroup PLUGINS_GROUP class RAK_DLL_EXPORT PluginInterface { public: /// Called when the interface is attached /// \param[in] peer the instance of RakPeer that is calling Receive virtual void OnAttach(RakPeerInterface *peer); /// Called when the interface is detached /// \param[in] peer the instance of RakPeer that is calling Receive virtual void OnDetach(RakPeerInterface *peer); /// Called when RakPeer is initialized /// \param[in] peer the instance of RakPeer that is calling Receive virtual void OnInitialize(RakPeerInterface *peer); /// Update is called every time a packet is checked for . /// \param[in] peer - the instance of RakPeer that is calling Receive virtual void Update(RakPeerInterface *peer); /// OnReceive is called for every packet. /// \param[in] peer the instance of RakPeer that is calling Receive /// \param[in] packet the packet that is being returned to the user /// \return True to allow the game and other plugins to get this message, false to absorb it virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet); /// Called when RakPeer is shutdown /// \param[in] peer the instance of RakPeer that is calling Receive virtual void OnDisconnect(RakPeerInterface *peer); /// Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular system /// \param[in] peer the instance of RakPeer that is calling Receive /// \param[in] playerId The system whose connection was closed virtual void OnCloseConnection(RakPeerInterface *peer, PlayerID playerId); /// Called on a send to the socket, per datagram, that does not go through the reliability layer /// \param[in] data The data being sent /// \param[in] bitsUsed How many bits long \a data is /// \param[in] remoteSystemID Which system this message is being sent to virtual void OnDirectSocketSend(const char *data, const unsigned bitsUsed, PlayerID remoteSystemID); /// Called on a receive from the socket, per datagram, that does not go through the reliability layer /// \param[in] data The data being sent /// \param[in] bitsUsed How many bits long \a data is /// \param[in] remoteSystemID Which system this message is being sent to virtual void OnDirectSocketReceive(const char *data, const unsigned bitsUsed, PlayerID remoteSystemID); /// Called on a send or recieve within the reliability layer /// \param[in] internalPacket The user message, along with all send data. /// \param[in] frameNumber The number of frames sent or received so far for this player depending on \a isSend . Indicates the frame of this user message. /// \param[in] remoteSystemID The player we sent or got this packet from /// \param[in] time The current time as returned by RakNet::GetTime() /// \param[in] isSend Is this callback representing a send event or receive event? virtual void OnInternalPacket(InternalPacket *internalPacket, unsigned frameNumber, PlayerID remoteSystemID, RakNetTime time, bool isSend); }; #endif