128 lines
5.7 KiB
C++
128 lines
5.7 KiB
C++
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/*
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* Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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*/
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/// \file
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/// \brief Contains LogCommandParser , Used to send logs to connected consoles
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///
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#include "NativeFeatureIncludes.hpp"
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#if _RAKNET_SUPPORT_LogCommandParser==1
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#ifndef __LOG_COMMAND_PARSER
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#define __LOG_COMMAND_PARSER
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#include "CommandParserInterface.hpp"
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#include "Export.hpp"
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namespace RakNet
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{
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/// Forward declarations
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class RakPeerInterface;
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/// \brief Adds the ability to send logging output to a remote console
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class RAK_DLL_EXPORT LogCommandParser : public CommandParserInterface
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{
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public:
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// GetInstance() and DestroyInstance(instance*)
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STATIC_FACTORY_DECLARATIONS(LogCommandParser)
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LogCommandParser();
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~LogCommandParser();
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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] systemAddress 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, const SystemAddress &systemAddress, 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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const 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 systemAddress
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/// \param[in] transport The transport interface we can use to write to
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/// \param[in] systemAddress The player that requested help.
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void SendHelp(TransportInterface *transport, const SystemAddress &systemAddress);
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/// All logs must be associated with a channel. This is a filter so that remote clients only get logs for a system they care about.
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// If you call Log with a channel that is unknown, that channel will automatically be added
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/// \param[in] channelName A persistent string naming the channel. Don't deallocate this string.
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void AddChannel(const char *channelName);
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/// Write a log to a channel.
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/// Logs are not buffered, so only remote consoles connected and subscribing at the time you write will get the output.
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/// \param[in] format Same as RAKNET_DEBUG_PRINTF()
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/// \param[in] ... Same as RAKNET_DEBUG_PRINTF()
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void WriteLog(const char *channelName, const char *format, ...);
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/// A callback for when \a systemAddress has connected to us.
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/// \param[in] systemAddress The player that has connected.
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/// \param[in] transport The transport interface that sent us this information. Can be used to send messages to this or other players.
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void OnNewIncomingConnection(const SystemAddress &systemAddress, TransportInterface *transport);
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/// A callback for when \a systemAddress has disconnected, either gracefully or forcefully
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/// \param[in] systemAddress The player that has disconnected.
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/// \param[in] transport The transport interface that sent us this information.
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void OnConnectionLost(const SystemAddress &systemAddress, TransportInterface *transport);
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/// This is called every time transport interface is registered. If you want to save a copy of the TransportInterface pointer
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/// This is the place to do it
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/// \param[in] transport The new TransportInterface
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void OnTransportChange(TransportInterface *transport);
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protected:
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/// Sends the currently active channels to the user
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/// \param[in] systemAddress The player to send to
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/// \param[in] transport The transport interface to use to send the channels
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void PrintChannels(const SystemAddress &systemAddress, TransportInterface *transport) const;
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/// Unsubscribe a user from a channel (or from all channels)
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/// \param[in] systemAddress The player to unsubscribe to
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/// \param[in] channelName If 0, then unsubscribe from all channels. Otherwise unsubscribe from the named channel
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unsigned Unsubscribe(const SystemAddress &systemAddress, const char *channelName);
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/// Subscribe a user to a channel (or to all channels)
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/// \param[in] systemAddress The player to subscribe to
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/// \param[in] channelName If 0, then subscribe from all channels. Otherwise subscribe to the named channel
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unsigned Subscribe(const SystemAddress &systemAddress, const char *channelName);
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/// Given the name of a channel, return the index into channelNames where it is located
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/// \param[in] channelName The name of the channel
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unsigned GetChannelIndexFromName(const char *channelName);
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/// One of these structures is created per player
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struct SystemAddressAndChannel
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{
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/// The ID of the player
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SystemAddress systemAddress;
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/// Bitwise representations of the channels subscribed to. If bit 0 is set, then we subscribe to channelNames[0] and so on.
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unsigned channels;
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};
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/// The list of remote users. Added to when users subscribe, removed when they disconnect or unsubscribe
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DataStructures::List<SystemAddressAndChannel> remoteUsers;
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/// Names of the channels at each bit, or 0 for an unused channel
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const char *channelNames[32];
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/// This is so I can save the current transport provider, solely so I can use it without having the user pass it to Log
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TransportInterface *trans;
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};
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} // namespace RakNet
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#endif
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#endif // _RAKNET_SUPPORT_*
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