DarkflameServer/thirdparty/raknet/Source/TelnetTransport.h

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/// \file
/// \brief Contains TelnetTransport , used to supports the telnet transport protocol. Insecure
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to the GNU General Public
/// License as published by the Free
/// Software Foundation; either version 2 of the License, or (at your
/// option) any later version.
#ifndef __TELNET_TRANSPORT
#define __TELNET_TRANSPORT
#include "TransportInterface.h"
#include "DS_List.h"
#include "Export.h"
class TCPInterface;
struct TelnetClient;
/// \brief Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer
/// To run Windows telnet, go to your start menu, click run, and in the edit box type "telnet <IP>" where <IP> is the ip address
/// of your ConsoleServer (most likely the same IP as your game).
/// This implementation always echos commands.
class RAK_DLL_EXPORT TelnetTransport : public TransportInterface
{
public:
TelnetTransport();
virtual ~TelnetTransport();
bool Start(unsigned short port, bool serverMode);
void Stop(void);
void Send( SystemAddress systemAddress, const char *data, ... );
void CloseConnection( SystemAddress systemAddress );
Packet* Receive( void );
void DeallocatePacket( Packet *packet );
SystemAddress HasNewConnection(void);
SystemAddress HasLostConnection(void);
CommandParserInterface* GetCommandParser(void);
void SetSendSuffix(const char *suffix);
void SetSendPrefix(const char *prefix);
protected:
struct TelnetClient
{
SystemAddress systemAddress;
char textInput[REMOTE_MAX_TEXT_INPUT];
unsigned cursorPosition;
};
TCPInterface *tcpInterface;
void AutoAllocate(void);
bool ReassembleLine(TelnetTransport::TelnetClient* telnetClient, unsigned char c);
// Crap this sucks but because windows telnet won't send line at a time, I have to reconstruct the lines at the server per player
DataStructures::List<TelnetClient*> remoteClients;
char *sendSuffix, *sendPrefix;
};
#endif