162 lines
4.9 KiB
C++
162 lines
4.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined( SOCKET_H )
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#define SOCKET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "netadr.h"
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#include "MsgBuffer.h"
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#include "utlvector.h"
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#include <stdio.h>
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class CMsgBuffer;
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class CSocket;
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class IGameList;
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// Use this to pick apart the network stream, must be packed
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#pragma pack(1)
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typedef struct
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{
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int netID;
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int sequenceNumber;
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char packetID;
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} SPLITPACKET;
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#pragma pack()
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#define MAX_PACKETS 16 // 4 bits for the packet count, so only
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#define MAX_RETRIES 2 // the number of fragments from other packets to drop before we declare the outstanding
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// fragment lost :)
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//-----------------------------------------------------------------------------
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// Purpose: Instances a message handler for incoming messages.
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//-----------------------------------------------------------------------------
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class CMsgHandler
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{
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public:
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enum
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{
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MAX_HANDLER_STRING = 64
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};
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typedef enum
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{
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MSGHANDLER_ALL = 0,
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MSGHANDLER_BYTECODE,
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MSGHANDLER_STRING
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} HANDLERTYPE;
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// Construction
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CMsgHandler( HANDLERTYPE type, void *typeinfo = 0 );
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virtual ~CMsgHandler( void );
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// Message received, process it
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virtual bool Process( netadr_t *from, CMsgBuffer *msg ) = 0;
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// For linking togethr handler chains
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virtual CMsgHandler *GetNext( void ) const;
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virtual void SetNext( CMsgHandler *next );
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// Access/set associated socket
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virtual CSocket *GetSocket( void ) const;
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virtual void SetSocket( CSocket *socket );
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private:
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// Internal message received, crack type info and check it before calling process
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bool ProcessMessage( netadr_t *from, CMsgBuffer *msg );
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// Opaque pointer to underlying recipient class
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IGameList *m_pBaseObject;
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// Next handler in chain
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HANDLERTYPE m_Type;
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unsigned char m_ByteCode;
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char m_szString[ MAX_HANDLER_STRING ];
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// Next handler in chain
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CMsgHandler *m_pNext;
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// Associated socket
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CSocket *m_pSocket;
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friend CSocket;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Creates a non-blocking, broadcast capable, UDP socket. If port is
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// specified, binds it to listen on that port, otherwise, chooses a random port.
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//-----------------------------------------------------------------------------
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class CSocket
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{
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public:
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// Construction/destruction
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CSocket( const char *socketname, int port = -1 );
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virtual ~CSocket( void );
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// Adds the message hander to the head of the sockets handler chain
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virtual void AddMessageHandler( CMsgHandler *handler );
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// Removes the specified message handler
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virtual void RemoveMessageHandler( CMsgHandler *handler );
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// Send the message to the recipient, if msg == NULL, use the internal message buffer
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virtual int SendMessage( netadr_t *to, CMsgBuffer *msg = NULL );
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// Broadcast the message on the specified port, if msg == NULL use the internal message buffer
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virtual int Broadcast( int port, CMsgBuffer *msg = NULL );
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// Get access to the internal message buffer
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virtual CMsgBuffer *GetSendBuffer( void );
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// Called once per frame to check for new data
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virtual void Frame( void );
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// Check whether the socket was created and set up properly
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virtual bool IsValid( void ) const;
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// Get the address this socket is bound to
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virtual const netadr_t *GetAddress( void );
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// Allow creating object to store a 32 bit value and retrieve it
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virtual void SetUserData( unsigned int userData );
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virtual unsigned int GetUserData(void ) const;
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// Allow other objects to get the raw socket interger
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virtual int GetSocketNumber( void ) const;
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// Called when FD_ISSET noted that the socket has incoming data
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virtual bool ReceiveData( void );
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// Called to get current time
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static float GetClock( void );
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private:
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const char *m_pSocketName;
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// Socket listen address
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bool m_bValid;
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// Socket IP address
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netadr_t m_Address;
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// Has the IP address been resolved
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bool m_bResolved;
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// Internal message buffers
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CUtlVector<CMsgBuffer> m_MsgBuffers;
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CMsgBuffer m_SendBuffer;
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// critical section for accessing buffers
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void *m_pBufferCS;
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// One or more listeners for the incoming message
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CMsgHandler *m_pMessageHandlers;
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// Winsock socket number
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int m_Socket;
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// User 32 bit value
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unsigned int m_nUserData;
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// Socket to which non Broadcast SendMessage was directed. The socket will wait for a response
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// from that exact address
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netadr_t m_ToAddress;
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// Set to true if the send was a Broadcast, and therefore from != to address is okay
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bool m_bBroadcastSend;
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int m_iTotalPackets; // total number of packets in a fragment
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int m_iCurrentPackets; // current packet count
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int m_iSeqNo; // the sequence number of the packet
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int m_iRetries;
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CMsgBuffer m_CurPacket[MAX_PACKETS]; // store for the packet
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};
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#endif // SOCKET_H
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