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bcdbedc0be
* Add RakNet source files to the VS project
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
/// \file
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/// \brief Contains TelnetTransport , used to supports the telnet transport protocol. Insecure
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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 __TELNET_TRANSPORT
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#define __TELNET_TRANSPORT
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#include "TransportInterface.h"
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#include "DS_List.h"
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#include "Export.h"
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class TCPInterface;
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struct TelnetClient;
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/// \brief Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer
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/// To run Windows telnet, go to your start menu, click run, and in the edit box type "telnet <IP>" where <IP> is the ip address
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/// of your ConsoleServer (most likely the same IP as your game).
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/// This implementation always echos commands.
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class RAK_DLL_EXPORT TelnetTransport : public TransportInterface
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{
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public:
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TelnetTransport();
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~TelnetTransport();
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bool Start(unsigned short port, bool serverMode);
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void Stop(void);
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void Send( PlayerID playerId, const char *data, ... );
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void CloseConnection( PlayerID playerId );
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Packet* Receive( void );
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void DeallocatePacket( Packet *packet );
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PlayerID HasNewConnection(void);
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PlayerID HasLostConnection(void);
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CommandParserInterface* GetCommandParser(void);
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protected:
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struct TelnetClient
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{
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PlayerID playerId;
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char textInput[REMOTE_MAX_TEXT_INPUT];
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unsigned cursorPosition;
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};
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TCPInterface *tcpInterface;
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void AutoAllocate(void);
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bool ReassembleLine(TelnetTransport::TelnetClient* telnetClient, unsigned char c);
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// 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
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DataStructures::List<TelnetClient*> remoteClients;
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};
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#endif
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