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

92 lines
3.8 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 TransportInterface from which you can derive custom transport providers for ConsoleServer.
///
#ifndef __TRANSPORT_INTERFACE_H
#define __TRANSPORT_INTERFACE_H
#include "RakNetTypes.hpp"
#include "Export.hpp"
#include "RakMemoryOverride.hpp"
#define REMOTE_MAX_TEXT_INPUT 2048
namespace RakNet
{
class CommandParserInterface;
/// \brief Defines an interface that is used to send and receive null-terminated strings.
/// \details In practice this is only used by the CommandParser system for for servers.
class RAK_DLL_EXPORT TransportInterface
{
public:
TransportInterface() {}
virtual ~TransportInterface() {}
/// Start the transport provider on the indicated port.
/// \param[in] port The port to start the transport provider on
/// \param[in] serverMode If true, you should allow incoming connections (I don't actually use this anywhere)
/// \return Return true on success, false on failure.
virtual bool Start(unsigned short port, bool serverMode)=0;
/// Stop the transport provider. You can clear memory and shutdown threads here.
virtual void Stop(void)=0;
/// Send a null-terminated string to \a systemAddress
/// If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here
/// and parse it out in Receive().
/// \param[in] systemAddress The player to send the string to
/// \param[in] data format specifier - same as RAKNET_DEBUG_PRINTF
/// \param[in] ... format specification arguments - same as RAKNET_DEBUG_PRINTF
virtual void Send( SystemAddress systemAddress, const char *data, ... )=0;
/// Disconnect \a systemAddress . The binary address and port defines the SystemAddress structure.
/// \param[in] systemAddress The player/address to disconnect
virtual void CloseConnection( SystemAddress systemAddress )=0;
/// Return a string. The string should be allocated and written to Packet::data .
/// The byte length should be written to Packet::length . The player/address should be written to Packet::systemAddress
/// If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet
/// and thus only return a string in Packet::data
/// \return The packet structure containing the result of Receive, or 0 if no data is available
virtual Packet* Receive( void )=0;
/// Deallocate the Packet structure returned by Receive
/// \param[in] The packet to deallocate
virtual void DeallocatePacket( Packet *packet )=0;
/// If a new system connects to you, you should queue that event and return the systemAddress/address of that player in this function.
/// \return The SystemAddress/address of the system
virtual SystemAddress HasNewIncomingConnection(void)=0;
/// If a system loses the connection, you should queue that event and return the systemAddress/address of that player in this function.
/// \return The SystemAddress/address of the system
virtual SystemAddress HasLostConnection(void)=0;
/// Your transport provider can itself have command parsers if the transport layer has user-modifiable features
/// For example, your transport layer may have a password which you want remote users to be able to set or you may want
/// to allow remote users to turn on or off command echo
/// \return 0 if you do not need a command parser - otherwise the desired derivation of CommandParserInterface
virtual CommandParserInterface* GetCommandParser(void)=0;
protected:
};
} // namespace RakNet
#endif