libnative-utilities/include/raknet/TelnetTransport.hpp
2024-08-15 18:40:30 +08:00

81 lines
2.4 KiB
C++

/*
* Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*
*/
/// \file
/// \brief Contains TelnetTransport , used to supports the telnet transport protocol. Insecure
///
#include "NativeFeatureIncludes.hpp"
#if _RAKNET_SUPPORT_TelnetTransport==1 && _RAKNET_SUPPORT_TCPInterface==1
#ifndef __TELNET_TRANSPORT
#define __TELNET_TRANSPORT
#include "TransportInterface.hpp"
#include "DS_List.hpp"
#include "Export.hpp"
namespace RakNet
{
/// Forward declarations
class TCPInterface;
struct TelnetClient;
/// \brief Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer
/// \details 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.<BR>
/// of your ConsoleServer (most likely the same IP as your game).<BR>
/// This implementation always echos commands.
class RAK_DLL_EXPORT TelnetTransport : public TransportInterface
{
public:
// GetInstance() and DestroyInstance(instance*)
STATIC_FACTORY_DECLARATIONS(TelnetTransport)
TelnetTransport();
virtual ~TelnetTransport();
bool Start(unsigned short port, bool serverMode);
void Stop(void);
void Send( SystemAddress systemAddress, const char *data, ... );
void CloseConnection( SystemAddress systemAddress );
Packet* Receive( void );
void DeallocatePacket( Packet *packet );
SystemAddress HasNewIncomingConnection(void);
SystemAddress HasLostConnection(void);
CommandParserInterface* GetCommandParser(void);
void SetSendSuffix(const char *suffix);
void SetSendPrefix(const char *prefix);
protected:
struct TelnetClient
{
SystemAddress systemAddress;
char textInput[REMOTE_MAX_TEXT_INPUT];
char lastSentTextInput[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<TelnetClient*> remoteClients;
char *sendSuffix, *sendPrefix;
};
} // namespace RakNet
#endif
#endif // _RAKNET_SUPPORT_*