DarkflameServer/thirdparty/raknet/Source/RakNetTransport.h
2021-12-05 18:54:36 +01:00

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