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160 lines
4.8 KiB
160 lines
4.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the networking code in the game
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef NETWORKMANAGER_H
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#define NETWORKMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamemanager.h"
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#include "networksystem/inetworksystem.h"
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#include "inetworkmessagelistener.h"
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//-----------------------------------------------------------------------------
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// Default ports
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//-----------------------------------------------------------------------------
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enum
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{
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LEGION_DEFAULT_SERVER_PORT = 0xFFFF,
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LEGION_DEFAULT_CLIENT_PORT = 0xFFFF,
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};
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//-----------------------------------------------------------------------------
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// Interface used to create network messages
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//-----------------------------------------------------------------------------
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abstract_class INetworkMessageFactory
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{
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public:
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// Creates the menu
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virtual INetworkMessage *CreateNetworkMessage( ) = 0;
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// Used to build a list during construction
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virtual INetworkMessageFactory *GetNextFactory( ) = 0;
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protected:
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virtual ~INetworkMessageFactory() {}
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};
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//-----------------------------------------------------------------------------
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// Network management system
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//-----------------------------------------------------------------------------
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class CNetworkManager : public CGameManager<>
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{
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public:
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// Inherited from IGameManager
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virtual bool Init();
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virtual void Update( );
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virtual void Shutdown();
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// Are we a client?/Are we a server? (we can be both)
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bool IsClient();
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bool IsServer();
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// If we are a client, are we connected to the server?
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bool IsClientConnected();
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// Start a server up
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bool StartServer( unsigned short nServerListenPort = LEGION_DEFAULT_SERVER_PORT );
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void ShutdownServer( );
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// Start a client up
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bool StartClient( unsigned short nClientListenPort = LEGION_DEFAULT_CLIENT_PORT );
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void ShutdownClient( );
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// Connects the client to a server
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bool ConnectClientToServer( const char *pServerName, unsigned short nServerListenPort = LEGION_DEFAULT_SERVER_PORT );
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void DisconnectClientFromServer();
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// Add, remove network message listeners
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void AddListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *pListener );
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void RemoveListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *hListener );
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// Post a network message to the server
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void PostClientToServerMessage( INetworkMessage *pMessage );
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// Broadcast a network message to all clients
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void BroadcastServerToClientMessage( INetworkMessage *pMessage );
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// Start up a game where the local player is playing
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bool HostGame();
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void StopHostingGame();
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// Call to register methods which can construct menus w/ particular ids
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// NOTE: This method is not expected to be called directly. Use the REGISTER_NETWORK_MESSAGE macro instead
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// It returns the previous head of the list of factories
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static INetworkMessageFactory* RegisterNetworkMessage( INetworkMessageFactory *pMenuFactory );
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private:
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// Process messages received by the client
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void ProcessClientMessages();
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// Process messages received by the server
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void ProcessServerMessages();
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// Notifies listeners about a network message
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void NotifyListeners( NetworkMessageRoute_t route, INetworkMessage *pMessage );
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bool m_bIsClient;
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bool m_bIsServer;
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INetChannel *m_pClientToServerConnection;
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CUtlVector< INetChannel* > m_ServerToClientConnection;
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CUtlVector< CUtlVector< CUtlVector < INetworkMessageListener* > > > m_Listeners[ NETWORK_MESSAGE_ROUTE_COUNT ];
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static INetworkMessageFactory* m_pFirstFactory;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern CNetworkManager *g_pNetworkManager;
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//-----------------------------------------------------------------------------
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// Macro used to register menus with the menu system
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// For example, add the line REGISTER_NETWORK_MESSAGE( CNetworkMessageChat );
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// into the file defining the chat message
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//-----------------------------------------------------------------------------
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template < class T >
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class CNetworkMessageFactory : public INetworkMessageFactory
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{
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public:
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CNetworkMessageFactory( )
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{
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m_pNextFactory = CNetworkManager::RegisterNetworkMessage( this );
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}
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// Creates the network message
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virtual INetworkMessage *CreateNetworkMessage( )
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{
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return new T;
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}
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// Used to build a list during construction
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virtual INetworkMessageFactory *GetNextFactory( )
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{
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return m_pNextFactory;
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}
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private:
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INetworkMessage *m_pMessage;
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INetworkMessageFactory *m_pNextFactory;
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};
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#define REGISTER_NETWORK_MESSAGE( _className ) \
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static CNetworkMessageFactory< _className > __s_Factory ## _className
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#endif // NETWORKMANAGER_H
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