103 lines
3.2 KiB
C++
103 lines
3.2 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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//===========================================================================//
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#ifndef SOCKET_CREATOR_H
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#define SOCKET_CREATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlvector.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utllinkedlist.h"
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#include "tier1/netadr.h"
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#include "igameserverdata.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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typedef int SocketHandle_t;
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struct ISocketCreatorListener
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{
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public:
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// Methods to allow other classes to allocate data associated w/ sockets
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// Return false to disallow socket acceptance
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virtual bool ShouldAcceptSocket( SocketHandle_t hSocket, const netadr_t &netAdr ) = 0;
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virtual void OnSocketAccepted( SocketHandle_t hSocket, const netadr_t &netAdr, void** ppData ) = 0;
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virtual void OnSocketClosed( SocketHandle_t hSocket, const netadr_t &netAdr, void* pData ) = 0;
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};
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//-----------------------------------------------------------------------------
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// container class to handle network streams
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//-----------------------------------------------------------------------------
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class CSocketCreator
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{
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public:
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CSocketCreator( ISocketCreatorListener *pListener = NULL );
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~CSocketCreator();
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// Call this once per frame
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void RunFrame();
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// This method is used to put the socket in a mode where it's listening
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// for connections and a connection is made once the request is received
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bool CreateListenSocket( const netadr_t &netAdr );
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void CloseListenSocket();
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bool IsListening() const;
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// This method is used to connect to/disconnect from an external listening socket creator
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// Returns accepted socket index, or -1 if it failed.
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// Use GetAcceptedSocket* methods to access this socket's data
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// if bSingleSocket == true, all accepted sockets are closed before the new one is opened
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// NOTE: Closing an accepted socket will re-index all the sockets with higher indices
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int ConnectSocket( const netadr_t &netAdr, bool bSingleSocket );
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void CloseAcceptedSocket( int nIndex );
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void CloseAllAcceptedSockets();
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int GetAcceptedSocketCount() const;
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SocketHandle_t GetAcceptedSocketHandle( int nIndex ) const;
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const netadr_t& GetAcceptedSocketAddress( int nIndex ) const;
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void* GetAcceptedSocketData( int nIndex );
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// Closes all open sockets (listen + accepted)
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void Disconnect();
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private:
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enum
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{
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SOCKET_TCP_MAX_ACCEPTS = 2
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};
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void ProcessAccept();
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bool ConfigureSocket( int sock );
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public:
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struct AcceptedSocket_t
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{
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SocketHandle_t m_hSocket;
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netadr_t m_Address;
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void *m_pData;
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bool operator==( const AcceptedSocket_t &rhs ) const { return ( m_Address.CompareAdr( rhs.m_Address ) == 0 ); }
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};
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ISocketCreatorListener *m_pListener;
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CUtlVector< AcceptedSocket_t > m_hAcceptedSockets;
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SocketHandle_t m_hListenSocket; // Used to accept connections
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netadr_t m_ListenAddress; // Address used to listen on
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};
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//-----------------------------------------------------------------------------
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// Returns true if the socket would block because of the last socket command
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//-----------------------------------------------------------------------------
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bool SocketWouldBlock();
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#endif // SOCKET_CREATOR_H
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