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: simple TCP socket API for communicating as a TCP client over a TEXT
// connection
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include <winsock.h>
#include "simplesocket.h"
static REPORTFUNCTION g_SocketReport = NULL;
//-----------------------------------------------------------------------------
// Purpose: intialize sockets
//-----------------------------------------------------------------------------
void SocketInit( void )
{
WSADATA wsData;
WORD wVersionRequested = MAKEWORD(1, 1);
WSAStartup(wVersionRequested, &wsData);
}
//-----------------------------------------------------------------------------
// Purpose: cleanup all socket resources
//-----------------------------------------------------------------------------
void SocketExit( void )
{
WSACleanup();
}
//-----------------------------------------------------------------------------
// Purpose: sets up a reporting function
// Input : *pReportFunction -
//-----------------------------------------------------------------------------
void SocketReport( REPORTFUNCTION pReportFunction )
{
g_SocketReport = pReportFunction;
}
//-----------------------------------------------------------------------------
// Purpose: Open a TCP socket & connect to a given server
// Input : *pServerName - server name (text or ip)
// port - port number of the server
// Output : HSOCKET
//-----------------------------------------------------------------------------
HSOCKET SocketOpen( const char *pServerName, int port )
{
SOCKADDR_IN sockAddr;
SOCKET s;
memset(&sockAddr,0,sizeof(sockAddr));
s = socket( AF_INET, SOCK_STREAM, 0 );
sockAddr.sin_family = AF_INET;
sockAddr.sin_addr.s_addr = inet_addr(pServerName);
if (sockAddr.sin_addr.s_addr == INADDR_NONE)
{
LPHOSTENT lphost;
lphost = gethostbyname(pServerName);
if (lphost != NULL)
{
sockAddr.sin_addr.s_addr = ((LPIN_ADDR)lphost->h_addr)->s_addr;
}
else
{
WSASetLastError(WSAEINVAL);
return FALSE;
}
}
sockAddr.sin_port = htons((u_short)port);
if ( connect( s, (SOCKADDR *)&sockAddr, sizeof(sockAddr) ) == SOCKET_ERROR )
{
// printf("Socket error:%d\n", WSAGetLastError()) ;
return NULL;
}
return (HSOCKET)s;
}
//-----------------------------------------------------------------------------
// Purpose: close the socket opened with SocketOpen()
// Input : socket -
//-----------------------------------------------------------------------------
void SocketClose( HSOCKET socket )
{
SOCKET s = (SOCKET)socket;
closesocket( s );
}
//-----------------------------------------------------------------------------
// Purpose: Write a string to the socket. String is NULL terminated on input,
// but terminator is NOT written to the socket
// Input : socket -
// *pString - string to write
//-----------------------------------------------------------------------------
void SocketSendString( HSOCKET socket, const char *pString )
{
if ( !pString )
return;
int len = (int)strlen( pString );
if ( !len )
return;
if ( send( (SOCKET)socket, pString, len, 0 ) != SOCKET_ERROR )
{
if ( g_SocketReport )
{
g_SocketReport( socket, pString );
}
}
else
{
// printf("Send failed\n");
}
}
//-----------------------------------------------------------------------------
// Purpose: receive input from a socket until a certain string is received
// ASSUME: socket data is all text
// Input : socket -
// *pString - string to match, if NULL, just poll the socket once
//-----------------------------------------------------------------------------
void SocketWait( HSOCKET socket, const char *pString )
{
char buf[1024];
bool done = false;
while ( !done )
{
int len = recv( (SOCKET)socket, buf, sizeof(buf)-1, 0 );
buf[len] = 0;
if ( g_SocketReport )
{
g_SocketReport( socket, buf );
}
if ( !pString || strstr( buf, pString ) )
return;
}
}