/// \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 newConnections, lostConnections; RakNetTransportCommandParser rakNetTransportCommandParser; }; #endif