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bcdbedc0be
* Add RakNet source files to the VS project
131 lines
5.9 KiB
C++
131 lines
5.9 KiB
C++
/// \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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/// 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 __RAKNET_TRANSPORT
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#define __RAKNET_TRANSPORT
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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 "Export.h"
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class RakPeerInterface;
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class RakNetTransport;
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namespace RakNet
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{
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class BitStream;
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}
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/// \brief RakNetTransport has its own command parser to enable remote users to change the command console's password.
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class RAK_DLL_EXPORT RakNetTransportCommandParser : public CommandParserInterface
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{
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public:
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RakNetTransportCommandParser();
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~RakNetTransportCommandParser();
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/// Given \a command with parameters \a parameterList , do whatever processing you wish.
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/// \param[in] command The command to process
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/// \param[in] numParameters How many parameters were passed along with the command
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/// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on.
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/// \param[in] transport The transport interface we can use to write to
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/// \param[in] playerId The player that sent this command.
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/// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
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bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, PlayerID playerId, const char *originalString);
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/// You are responsible for overriding this function and returning a static string, which will identifier your parser.
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/// This should return a static string
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/// \return The name that you return.
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char* GetName(void) const;
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/// A callback for when you are expected to send a brief description of your parser to \a playerId
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/// \param[in] transport The transport interface we can use to write to
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/// \param[in] playerId The player that requested help.
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void SendHelp(TransportInterface *transport, PlayerID playerId);
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protected:
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};
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/// \brief Use RakNetTransport if you need a secure connection between the client and the console server.
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/// 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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class RAK_DLL_EXPORT RakNetTransport : public TransportInterface
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{
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public:
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RakNetTransport();
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~RakNetTransport();
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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 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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void Send( PlayerID playerId, const char *data, ... );
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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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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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/// 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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void CloseConnection( PlayerID playerId );
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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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PlayerID HasNewConnection(void);
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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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PlayerID HasLostConnection(void);
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/// Sets the password which incoming connections must match.
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/// While not required, it is highly recommended you set this in a real game environment or anyone can login and control your server.
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/// Don't set it to a fixed value, but instead require that the server admin sets it when you start the application server
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/// \param[in] password Null-terminated string to use as a password.
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void SetIncomingPassword(const char *password);
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/// Returns the password set by SetIncomingPassword().
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/// \return The password set by SetIncomingPassword()
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char * GetIncomingPassword(void);
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/// Returns RakNetTransportCommandParser so the console admin can change the password
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CommandParserInterface* GetCommandParser(void);
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protected:
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RakPeerInterface *rakPeer;
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void AutoAllocate(void);
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DataStructures::Queue<PlayerID> newConnections, lostConnections;
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RakNetTransportCommandParser rakNetTransportCommandParser;
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};
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#endif
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