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: $
//=============================================================================
#if !defined( SOCKET_H )
#define SOCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "netadr.h"
#include "MsgBuffer.h"
#include "utlvector.h"
#include <stdio.h>
class CMsgBuffer;
class CSocket;
class IGameList;
// Use this to pick apart the network stream, must be packed
#pragma pack(1)
typedef struct
{
int netID;
int sequenceNumber;
char packetID;
} SPLITPACKET;
#pragma pack()
#define MAX_PACKETS 16 // 4 bits for the packet count, so only
#define MAX_RETRIES 2 // the number of fragments from other packets to drop before we declare the outstanding
// fragment lost :)
//-----------------------------------------------------------------------------
// Purpose: Instances a message handler for incoming messages.
//-----------------------------------------------------------------------------
class CMsgHandler
{
public:
enum
{
MAX_HANDLER_STRING = 64
};
typedef enum
{
MSGHANDLER_ALL = 0,
MSGHANDLER_BYTECODE,
MSGHANDLER_STRING
} HANDLERTYPE;
// Construction
CMsgHandler( HANDLERTYPE type, void *typeinfo = 0 );
virtual ~CMsgHandler( void );
// Message received, process it
virtual bool Process( netadr_t *from, CMsgBuffer *msg ) = 0;
// For linking togethr handler chains
virtual CMsgHandler *GetNext( void ) const;
virtual void SetNext( CMsgHandler *next );
// Access/set associated socket
virtual CSocket *GetSocket( void ) const;
virtual void SetSocket( CSocket *socket );
private:
// Internal message received, crack type info and check it before calling process
bool ProcessMessage( netadr_t *from, CMsgBuffer *msg );
// Opaque pointer to underlying recipient class
IGameList *m_pBaseObject;
// Next handler in chain
HANDLERTYPE m_Type;
unsigned char m_ByteCode;
char m_szString[ MAX_HANDLER_STRING ];
// Next handler in chain
CMsgHandler *m_pNext;
// Associated socket
CSocket *m_pSocket;
friend CSocket;
};
//-----------------------------------------------------------------------------
// Purpose: Creates a non-blocking, broadcast capable, UDP socket. If port is
// specified, binds it to listen on that port, otherwise, chooses a random port.
//-----------------------------------------------------------------------------
class CSocket
{
public:
// Construction/destruction
CSocket( const char *socketname, int port = -1 );
virtual ~CSocket( void );
// Adds the message hander to the head of the sockets handler chain
virtual void AddMessageHandler( CMsgHandler *handler );
// Removes the specified message handler
virtual void RemoveMessageHandler( CMsgHandler *handler );
// Send the message to the recipient, if msg == NULL, use the internal message buffer
virtual int SendMessage( netadr_t *to, CMsgBuffer *msg = NULL );
// Broadcast the message on the specified port, if msg == NULL use the internal message buffer
virtual int Broadcast( int port, CMsgBuffer *msg = NULL );
// Get access to the internal message buffer
virtual CMsgBuffer *GetSendBuffer( void );
// Called once per frame to check for new data
virtual void Frame( void );
// Check whether the socket was created and set up properly
virtual bool IsValid( void ) const;
// Get the address this socket is bound to
virtual const netadr_t *GetAddress( void );
// Allow creating object to store a 32 bit value and retrieve it
virtual void SetUserData( unsigned int userData );
virtual unsigned int GetUserData(void ) const;
// Allow other objects to get the raw socket interger
virtual int GetSocketNumber( void ) const;
// Called when FD_ISSET noted that the socket has incoming data
virtual bool ReceiveData( void );
// Called to get current time
static float GetClock( void );
private:
const char *m_pSocketName;
// Socket listen address
bool m_bValid;
// Socket IP address
netadr_t m_Address;
// Has the IP address been resolved
bool m_bResolved;
// Internal message buffers
CUtlVector<CMsgBuffer> m_MsgBuffers;
CMsgBuffer m_SendBuffer;
// critical section for accessing buffers
void *m_pBufferCS;
// One or more listeners for the incoming message
CMsgHandler *m_pMessageHandlers;
// Winsock socket number
int m_Socket;
// User 32 bit value
unsigned int m_nUserData;
// Socket to which non Broadcast SendMessage was directed. The socket will wait for a response
// from that exact address
netadr_t m_ToAddress;
// Set to true if the send was a Broadcast, and therefore from != to address is okay
bool m_bBroadcastSend;
int m_iTotalPackets; // total number of packets in a fragment
int m_iCurrentPackets; // current packet count
int m_iSeqNo; // the sequence number of the packet
int m_iRetries;
CMsgBuffer m_CurPacket[MAX_PACKETS]; // store for the packet
};
#endif // SOCKET_H