mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
131 lines
6.1 KiB
C
131 lines
6.1 KiB
C
|
/// \file
|
||
|
/// \brief Contains RakNetTransportCommandParser and RakNetTransport used to provide a secure console connection.
|
||
|
///
|
||
|
/// 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 __RAKNET_TRANSPORT
|
||
|
#define __RAKNET_TRANSPORT
|
||
|
|
||
|
#include "TransportInterface.h"
|
||
|
#include "DS_Queue.h"
|
||
|
#include "CommandParserInterface.h"
|
||
|
#include "Export.h"
|
||
|
|
||
|
class RakPeerInterface;
|
||
|
class RakNetTransport;
|
||
|
namespace RakNet
|
||
|
{
|
||
|
class BitStream;
|
||
|
}
|
||
|
|
||
|
/// \brief RakNetTransport has its own command parser to enable remote users to change the command console's password.
|
||
|
class RAK_DLL_EXPORT RakNetTransportCommandParser : public CommandParserInterface
|
||
|
{
|
||
|
public:
|
||
|
RakNetTransportCommandParser();
|
||
|
~RakNetTransportCommandParser();
|
||
|
|
||
|
/// Given \a command with parameters \a parameterList , do whatever processing you wish.
|
||
|
/// \param[in] command The command to process
|
||
|
/// \param[in] numParameters How many parameters were passed along with the command
|
||
|
/// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on.
|
||
|
/// \param[in] transport The transport interface we can use to write to
|
||
|
/// \param[in] systemAddress The player that sent this command.
|
||
|
/// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
|
||
|
bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, SystemAddress systemAddress, const char *originalString);
|
||
|
|
||
|
/// You are responsible for overriding this function and returning a static string, which will identifier your parser.
|
||
|
/// This should return a static string
|
||
|
/// \return The name that you return.
|
||
|
const char* GetName(void) const;
|
||
|
|
||
|
/// A callback for when you are expected to send a brief description of your parser to \a systemAddress
|
||
|
/// \param[in] transport The transport interface we can use to write to
|
||
|
/// \param[in] systemAddress The player that requested help.
|
||
|
void SendHelp(TransportInterface *transport, SystemAddress systemAddress);
|
||
|
protected:
|
||
|
};
|
||
|
|
||
|
/// \brief Use RakNetTransport if you need a secure connection between the client and the console server.
|
||
|
/// RakNetTransport automatically initializes security for the system. Use the project CommandConsoleClient to connect
|
||
|
/// To the ConsoleServer if you use RakNetTransport
|
||
|
class RAK_DLL_EXPORT RakNetTransport : public TransportInterface
|
||
|
{
|
||
|
public:
|
||
|
RakNetTransport();
|
||
|
virtual ~RakNetTransport();
|
||
|
|
||
|
/// Start the transport provider on the indicated port.
|
||
|
/// \param[in] port The port to start the transport provider on
|
||
|
/// \param[in] serverMode If true, you should allow incoming connections (I don't actually use this anywhere)
|
||
|
/// \return Return true on success, false on failure.
|
||
|
bool Start(unsigned short port, bool serverMode);
|
||
|
|
||
|
/// Stop the transport provider. You can clear memory and shutdown threads here.
|
||
|
void Stop(void);
|
||
|
|
||
|
/// Send a null-terminated string to \a systemAddress
|
||
|
/// If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here
|
||
|
/// and parse it out in Receive().
|
||
|
/// \param[in] systemAddress The player to send the string to
|
||
|
/// \param[in] data format specifier - same as printf
|
||
|
/// \param[in] ... format specification arguments - same as printf
|
||
|
void Send( SystemAddress systemAddress, const char *data, ... );
|
||
|
|
||
|
/// Return a string. The string should be allocated and written to Packet::data .
|
||
|
/// The byte length should be written to Packet::length . The player/address should be written to Packet::systemAddress
|
||
|
/// If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet
|
||
|
/// and thus only return a string in Packet::data
|
||
|
/// \return The packet structure containing the result of Receive, or 0 if no data is available
|
||
|
Packet* Receive( void );
|
||
|
|
||
|
/// Deallocate the Packet structure returned by Receive
|
||
|
/// \param[in] The packet to deallocate
|
||
|
void DeallocatePacket( Packet *packet );
|
||
|
|
||
|
/// Disconnect \a systemAddress . The binary address and port defines the SystemAddress structure.
|
||
|
/// \param[in] systemAddress The player/address to disconnect
|
||
|
void CloseConnection( SystemAddress systemAddress );
|
||
|
|
||
|
/// If a new system connects to you, you should queue that event and return the systemAddress/address of that player in this function.
|
||
|
/// \return The SystemAddress/address of the system
|
||
|
SystemAddress HasNewConnection(void);
|
||
|
|
||
|
/// If a system loses the connection, you should queue that event and return the systemAddress/address of that player in this function.
|
||
|
/// \return The SystemAddress/address of the system
|
||
|
SystemAddress HasLostConnection(void);
|
||
|
|
||
|
/// Sets the password which incoming connections must match.
|
||
|
/// While not required, it is highly recommended you set this in a real game environment or anyone can login and control your server.
|
||
|
/// Don't set it to a fixed value, but instead require that the server admin sets it when you start the application server
|
||
|
/// \param[in] password Null-terminated string to use as a password.
|
||
|
void SetIncomingPassword(const char *password);
|
||
|
|
||
|
/// Returns the password set by SetIncomingPassword().
|
||
|
/// \return The password set by SetIncomingPassword()
|
||
|
char * GetIncomingPassword(void);
|
||
|
|
||
|
/// Returns RakNetTransportCommandParser so the console admin can change the password
|
||
|
CommandParserInterface* GetCommandParser(void);
|
||
|
|
||
|
protected:
|
||
|
RakPeerInterface *rakPeer;
|
||
|
void AutoAllocate(void);
|
||
|
DataStructures::Queue<SystemAddress> newConnections, lostConnections;
|
||
|
RakNetTransportCommandParser rakNetTransportCommandParser;
|
||
|
};
|
||
|
|
||
|
#endif
|