/// \file /// \brief Contains TelnetTransport , used to supports the telnet transport protocol. Insecure /// /// 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 __TELNET_TRANSPORT #define __TELNET_TRANSPORT #include "TransportInterface.h" #include "DS_List.h" #include "Export.h" class TCPInterface; struct TelnetClient; /// \brief Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer /// To run Windows telnet, go to your start menu, click run, and in the edit box type "telnet " where is the ip address /// of your ConsoleServer (most likely the same IP as your game). /// This implementation always echos commands. class RAK_DLL_EXPORT TelnetTransport : public TransportInterface { public: TelnetTransport(); ~TelnetTransport(); bool Start(unsigned short port, bool serverMode); void Stop(void); void Send( PlayerID playerId, const char *data, ... ); void CloseConnection( PlayerID playerId ); Packet* Receive( void ); void DeallocatePacket( Packet *packet ); PlayerID HasNewConnection(void); PlayerID HasLostConnection(void); CommandParserInterface* GetCommandParser(void); protected: struct TelnetClient { PlayerID playerId; char textInput[REMOTE_MAX_TEXT_INPUT]; unsigned cursorPosition; }; TCPInterface *tcpInterface; void AutoAllocate(void); bool ReassembleLine(TelnetTransport::TelnetClient* telnetClient, unsigned char c); // Crap this sucks but because windows telnet won't send line at a time, I have to reconstruct the lines at the server per player DataStructures::List remoteClients; }; #endif