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 INETWORKSYSTEM_H
#define INETWORKSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "appframework/IAppSystem.h"
//-----------------------------------------------------------------------------
// Forward declarations:
//-----------------------------------------------------------------------------
class INetworkMessageHandler;
class INetworkMessage;
class INetChannel;
class INetworkMessageFactory;
class bf_read;
class bf_write;
typedef struct netadr_s netadr_t;
class CNetPacket;
//-----------------------------------------------------------------------------
// Default ports
//-----------------------------------------------------------------------------
enum
{
NETWORKSYSTEM_DEFAULT_SERVER_PORT = 27001,
NETWORKSYSTEM_DEFAULT_CLIENT_PORT = 27002
};
//-----------------------------------------------------------------------------
// This interface encompasses a one-way communication path between two
//-----------------------------------------------------------------------------
typedef int ConnectionHandle_t;
enum ConnectionStatus_t
{
CONNECTION_STATE_DISCONNECTED = 0,
CONNECTION_STATE_CONNECTING,
CONNECTION_STATE_CONNECTION_FAILED,
CONNECTION_STATE_CONNECTED,
};
//-----------------------------------------------------------------------------
// This interface encompasses a one-way communication path between two machines
//-----------------------------------------------------------------------------
abstract_class INetChannel
{
public:
// virtual INetworkMessageHandler *GetMsgHandler( void ) const = 0;
virtual const netadr_t &GetRemoteAddress( void ) const = 0;
// send a net message
// NOTE: There are special connect/disconnect messages?
virtual bool AddNetMsg( INetworkMessage *msg, bool bForceReliable = false ) = 0;
// virtual bool RegisterMessage( INetworkMessage *msg ) = 0;
virtual ConnectionStatus_t GetConnectionState( ) = 0;
/*
virtual ConnectTo( const netadr_t& to ) = 0;
virtual Disconnect() = 0;
virtual const netadr_t& GetLocalAddress() = 0;
virtual const netadr_t& GetRemoteAddress() = 0;
*/
};
//-----------------------------------------------------------------------------
// Network event types + structures
//-----------------------------------------------------------------------------
enum NetworkEventType_t
{
NETWORK_EVENT_CONNECTED = 0,
NETWORK_EVENT_DISCONNECTED,
NETWORK_EVENT_MESSAGE_RECEIVED,
};
struct NetworkEvent_t
{
NetworkEventType_t m_nType;
};
struct NetworkConnectionEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
};
struct NetworkDisconnectionEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
};
struct NetworkMessageReceivedEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
INetworkMessage *m_pNetworkMessage;
};
//-----------------------------------------------------------------------------
// Main interface for low-level networking (packet sending). This is a low-level interface
//-----------------------------------------------------------------------------
#define NETWORKSYSTEM_INTERFACE_VERSION "NetworkSystemVersion001"
abstract_class INetworkSystem : public IAppSystem
{
public:
// Installs network message factories to be used with all connections
virtual bool RegisterMessage( INetworkMessage *msg ) = 0;
// Start, shutdown a server
virtual bool StartServer( unsigned short nServerListenPort = NETWORKSYSTEM_DEFAULT_SERVER_PORT ) = 0;
virtual void ShutdownServer( ) = 0;
// Process server-side network messages
virtual void ServerReceiveMessages() = 0;
virtual void ServerSendMessages() = 0;
// Start, shutdown a client
virtual bool StartClient( unsigned short nClientListenPort = NETWORKSYSTEM_DEFAULT_CLIENT_PORT ) = 0;
virtual void ShutdownClient( ) = 0;
// Process client-side network messages
virtual void ClientSendMessages() = 0;
virtual void ClientReceiveMessages() = 0;
// Connect, disconnect a client to a server
virtual INetChannel* ConnectClientToServer( const char *pServer, int nServerListenPort = NETWORKSYSTEM_DEFAULT_SERVER_PORT ) = 0;
virtual void DisconnectClientFromServer( INetChannel* pChan ) = 0;
// Event queue
virtual NetworkEvent_t *FirstNetworkEvent( ) = 0;
virtual NetworkEvent_t *NextNetworkEvent( ) = 0;
// Returns the local host name
virtual const char* GetLocalHostName( void ) const = 0;
virtual const char* GetLocalAddress( void ) const = 0;
/*
// NOTE: Server methods
// NOTE: There's only 1 client INetChannel ever
// There can be 0-N server INetChannels.
virtual INetChannel* CreateConnection( bool bIsClientConnection ) = 0;
// Add methods for setting unreliable payloads
*/
};
#endif // INETWORKSYSTEM_H