Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef SOCKET_CREATOR_H
#define SOCKET_CREATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
#include "tier1/utlbuffer.h"
#include "tier1/utllinkedlist.h"
#include "tier1/netadr.h"
#include "igameserverdata.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
typedef int SocketHandle_t;
struct ISocketCreatorListener
{
public:
// Methods to allow other classes to allocate data associated w/ sockets
// Return false to disallow socket acceptance
virtual bool ShouldAcceptSocket( SocketHandle_t hSocket, const netadr_t &netAdr ) = 0;
virtual void OnSocketAccepted( SocketHandle_t hSocket, const netadr_t &netAdr, void** ppData ) = 0;
virtual void OnSocketClosed( SocketHandle_t hSocket, const netadr_t &netAdr, void* pData ) = 0;
};
//-----------------------------------------------------------------------------
// container class to handle network streams
//-----------------------------------------------------------------------------
class CSocketCreator
{
public:
CSocketCreator( ISocketCreatorListener *pListener = NULL );
~CSocketCreator();
// Call this once per frame
void RunFrame();
// This method is used to put the socket in a mode where it's listening
// for connections and a connection is made once the request is received
bool CreateListenSocket( const netadr_t &netAdr );
void CloseListenSocket();
bool IsListening() const;
// This method is used to connect to/disconnect from an external listening socket creator
// Returns accepted socket index, or -1 if it failed.
// Use GetAcceptedSocket* methods to access this socket's data
// if bSingleSocket == true, all accepted sockets are closed before the new one is opened
// NOTE: Closing an accepted socket will re-index all the sockets with higher indices
int ConnectSocket( const netadr_t &netAdr, bool bSingleSocket );
void CloseAcceptedSocket( int nIndex );
void CloseAllAcceptedSockets();
int GetAcceptedSocketCount() const;
SocketHandle_t GetAcceptedSocketHandle( int nIndex ) const;
const netadr_t& GetAcceptedSocketAddress( int nIndex ) const;
void* GetAcceptedSocketData( int nIndex );
// Closes all open sockets (listen + accepted)
void Disconnect();
private:
enum
{
SOCKET_TCP_MAX_ACCEPTS = 2
};
void ProcessAccept();
bool ConfigureSocket( int sock );
public:
struct AcceptedSocket_t
{
SocketHandle_t m_hSocket;
netadr_t m_Address;
void *m_pData;
bool operator==( const AcceptedSocket_t &rhs ) const { return ( m_Address.CompareAdr( rhs.m_Address ) == 0 ); }
};
ISocketCreatorListener *m_pListener;
CUtlVector< AcceptedSocket_t > m_hAcceptedSockets;
SocketHandle_t m_hListenSocket; // Used to accept connections
netadr_t m_ListenAddress; // Address used to listen on
};
//-----------------------------------------------------------------------------
// Returns true if the socket would block because of the last socket command
//-----------------------------------------------------------------------------
bool SocketWouldBlock();
#endif // SOCKET_CREATOR_H