Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

87 lines
2.1 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef NETWORKSERVER_H
#define NETWORKSERVER_H
#include "networksystem/inetworksystem.h"
#include "netchannel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CPlayer;
//-----------------------------------------------------------------------------
// Server class
//-----------------------------------------------------------------------------
class CNetworkServer : public IConnectionlessPacketHandler, public INetworkMessageHandler, public ILookupChannel
{
public:
CNetworkServer( );
virtual ~CNetworkServer();
bool Init( int nServerPort );
void Shutdown();
// IConnectionlessPacketHandler
virtual bool ProcessConnectionlessPacket( CNetPacket *packet ); // process a connectionless packet
// INetworkMessageHandler
virtual void OnConnectionClosing( INetChannel *channel, char const *reason );
virtual void OnConnectionStarted( INetChannel *channel );
virtual void OnPacketStarted( int inseq, int outseq );
virtual void OnPacketFinished();
// ILookupChannel
virtual CNetChannel *FindNetChannel( const netadr_t& from ) ;
void ReadPackets();
void SendUpdates();
void AcceptConnection( const netadr_t& remote );
CPlayer *FindPlayerByAddress( const netadr_t& adr );
CPlayer *FindPlayerByNetChannel( INetChannel *chan );
CUDPSocket *m_pSocket;
CUtlVector< CPlayer * > m_Players;
};
//-----------------------------------------------------------------------------
// Represents a connected player to the server
//-----------------------------------------------------------------------------
class CPlayer
{
public:
CPlayer( CNetworkServer *server, netadr_t& remote );
void SendUpdate();
const netadr_t &GetRemoteAddress()
{
return m_NetChan.GetRemoteAddress();
}
char const *GetName()
{
return "Foozle";
}
void Shutdown();
CNetChannel m_NetChan;
bool m_bMarkedForDeletion;
};
#endif // NETWORKSERVER_H