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bcdbedc0be
* Add RakNet source files to the VS project
83 lines
3.8 KiB
C++
83 lines
3.8 KiB
C++
/// \file
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/// \brief Contains TransportInterface from which you can derive custom transport providers for ConsoleServer.
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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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.rakkarsoft.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 __TRANSPORT_INTERFACE_H
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#define __TRANSPORT_INTERFACE_H
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#include "NetworkTypes.h"
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#include "Export.h"
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#define REMOTE_MAX_TEXT_INPUT 512
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class CommandParserInterface;
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/// \brief Defines an interface that is used to send and receive null-terminated strings.
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/// In practice this is only used by the CommandParser system for for servers.
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class RAK_DLL_EXPORT TransportInterface
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{
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public:
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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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virtual bool Start(unsigned short port, bool serverMode)=0;
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/// Stop the transport provider. You can clear memory and shutdown threads here.
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virtual void Stop(void)=0;
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/// Send a null-terminated string to \a playerId
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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] playerId The player to send the string to
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/// \param[in] data format specifier - same as printf
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/// \param[in] ... format specification arguments - same as printf
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virtual void Send( PlayerID playerId, const char *data, ... )=0;
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/// Disconnect \a playerId . The binary address and port defines the PlayerID structure.
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/// \param[in] playerId The player/address to disconnect
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virtual void CloseConnection( PlayerID playerId )=0;
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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::playerid
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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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virtual Packet* Receive( void )=0;
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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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virtual void DeallocatePacket( Packet *packet )=0;
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/// If a new system connects to you, you should queue that event and return the playerId/address of that player in this function.
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/// \return The PlayerID/address of the system
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virtual PlayerID HasNewConnection(void)=0;
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/// If a system loses the connection, you should queue that event and return the playerId/address of that player in this function.
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/// \return The PlayerID/address of the system
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virtual PlayerID HasLostConnection(void)=0;
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/// Your transport provider can itself have command parsers if the transport layer has user-modifiable features
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/// For example, your transport layer may have a password which you want remote users to be able to set or you may want
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/// to allow remote users to turn on or off command echo
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/// \return 0 if you do not need a command parser - otherwise the desired derivation of CommandParserInterface
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virtual CommandParserInterface* GetCommandParser(void)=0;
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protected:
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};
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#endif
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