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:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ICHANNEL_H
#define ICHANNEL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
class IChannel
{
public:
// Note: this also releases any channels contained inside. So if you make a reliable
// channel that contains an unreliable channel and release the reliable one,
// it will automatically release the unreliable one it contains.
virtual void Release() = 0;
// Send data to the destination.
virtual bool Send( const void *pData, int len ) = 0;
// This version puts all the chunks into one packet and ships it off.
virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
// Check for any packets coming in from the destination.
// Returns false if no packet was received.
//
// flTimeout can be used to make it wait for data.
//
// Note: this is most efficient if you keep the buffer around between calls so it only
// reallocates it when it needs more space.
virtual bool Recv( CUtlVector<unsigned char> &data, double flTimeout=0 ) = 0;
// Returns false if the connection has been broken.
virtual bool IsConnected() = 0;
// If IsConnected returns false, you can call this to find out why the socket got disconnected.
virtual void GetDisconnectReason( CUtlVector<char> &reason ) = 0;
};
#endif // ICHANNEL_H