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

112 lines
4.9 KiB
C++

/// \file
/// \brief \b RakNet's plugin functionality system. You can derive from this to create your own plugins.
///
/// 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 __PLUGIN_INTERFACE_H
#define __PLUGIN_INTERFACE_H
class RakPeerInterface;
struct Packet;
struct InternalPacket;
enum PluginReceiveResult
{
// The plugin used this message and it shouldn't be given to the user.
RR_STOP_PROCESSING_AND_DEALLOCATE=0,
// This message will be processed by other plugins, and at last by the user.
RR_CONTINUE_PROCESSING,
// The plugin is going to hold on to this message. Do not deallocate it but do not pass it to other plugins either.
RR_STOP_PROCESSING,
};
#include "RakNetTypes.h"
#include "Export.h"
#include "RakMemoryOverride.h"
/// \defgroup PLUGINS_GROUP PluginInterface
/// \brief PluginInterface provides a mechanism to add functionality in a modular way.
/// MessageHandlers should derive from PluginInterface and be attached to RakPeer using the function AttachPlugin
/// On a user call to Receive, OnReceive is called for every PluginInterface, which can then take action based on the message
/// passed to it. This is used to transparently add game-independent functional modules, similar to browser plugins
///
/// \sa ReplicaManager
/// \sa FullyConnectedMesh
/// \sa PacketLogger
/// \ingroup PLUGINS_GROUP
class RAK_DLL_EXPORT PluginInterface : public RakNet::RakMemoryOverride
{
public:
PluginInterface();
virtual ~PluginInterface();
/// Called when the interface is attached
/// \param[in] peer the instance of RakPeer that is calling Receive
virtual void OnAttach(RakPeerInterface *peer);
/// Called when the interface is detached
/// \param[in] peer the instance of RakPeer that is calling Receive
virtual void OnDetach(RakPeerInterface *peer);
/// Called when RakPeer is initialized
/// \param[in] peer the instance of RakPeer that is calling Receive
virtual void OnStartup(RakPeerInterface *peer);
/// Update is called every time a packet is checked for .
/// \param[in] peer - the instance of RakPeer that is calling Receive
virtual void Update(RakPeerInterface *peer);
/// OnReceive is called for every packet.
/// \param[in] peer the instance of RakPeer that is calling Receive
/// \param[in] packet the packet that is being returned to the user
/// \return True to allow the game and other plugins to get this message, false to absorb it
virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet);
/// Called when RakPeer is shutdown
/// \param[in] peer the instance of RakPeer that is calling Receive
virtual void OnShutdown(RakPeerInterface *peer);
/// Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular system
/// \param[in] peer the instance of RakPeer that is calling Receive
/// \param[in] systemAddress The system whose connection was closed
virtual void OnCloseConnection(RakPeerInterface *peer, SystemAddress systemAddress);
/// Called on a send to the socket, per datagram, that does not go through the reliability layer
/// \param[in] data The data being sent
/// \param[in] bitsUsed How many bits long \a data is
/// \param[in] remoteSystemAddress Which system this message is being sent to
virtual void OnDirectSocketSend(const char *data, const BitSize_t bitsUsed, SystemAddress remoteSystemAddress);
/// Called on a receive from the socket, per datagram, that does not go through the reliability layer
/// \param[in] data The data being sent
/// \param[in] bitsUsed How many bits long \a data is
/// \param[in] remoteSystemAddress Which system this message is being sent to
virtual void OnDirectSocketReceive(const char *data, const BitSize_t bitsUsed, SystemAddress remoteSystemAddress);
/// Called on a send or recieve within the reliability layer
/// \param[in] internalPacket The user message, along with all send data.
/// \param[in] frameNumber The number of frames sent or received so far for this player depending on \a isSend . Indicates the frame of this user message.
/// \param[in] remoteSystemAddress The player we sent or got this packet from
/// \param[in] time The current time as returned by RakNet::GetTime()
/// \param[in] isSend Is this callback representing a send event or receive event?
virtual void OnInternalPacket(InternalPacket *internalPacket, unsigned frameNumber, SystemAddress remoteSystemAddress, RakNetTime time, bool isSend);
};
#endif