81 lines
2.4 KiB
C++
81 lines
2.4 KiB
C++
/*
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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 TelnetTransport , used to supports the telnet transport protocol. Insecure
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///
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#include "NativeFeatureIncludes.hpp"
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#if _RAKNET_SUPPORT_TelnetTransport==1 && _RAKNET_SUPPORT_TCPInterface==1
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#ifndef __TELNET_TRANSPORT
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#define __TELNET_TRANSPORT
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#include "TransportInterface.hpp"
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#include "DS_List.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 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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/// \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>
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/// of your ConsoleServer (most likely the same IP as your game).<BR>
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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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// GetInstance() and DestroyInstance(instance*)
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STATIC_FACTORY_DECLARATIONS(TelnetTransport)
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TelnetTransport();
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virtual ~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( SystemAddress systemAddress, const char *data, ... );
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void CloseConnection( SystemAddress systemAddress );
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Packet* Receive( void );
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void DeallocatePacket( Packet *packet );
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SystemAddress HasNewIncomingConnection(void);
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SystemAddress HasLostConnection(void);
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CommandParserInterface* GetCommandParser(void);
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void SetSendSuffix(const char *suffix);
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void SetSendPrefix(const char *prefix);
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protected:
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struct TelnetClient
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{
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SystemAddress systemAddress;
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char textInput[REMOTE_MAX_TEXT_INPUT];
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char lastSentTextInput[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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char *sendSuffix, *sendPrefix;
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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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