mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-03 12:13:38 +00:00
0545adfac3
Have fun!
164 lines
5.9 KiB
C++
164 lines
5.9 KiB
C++
/// \file
|
|
/// \brief SocketLayer class implementation
|
|
///
|
|
/// 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 __SOCKET_LAYER_H
|
|
#define __SOCKET_LAYER_H
|
|
|
|
#include "RakMemoryOverride.h"
|
|
#ifdef _XBOX360
|
|
#include "Console1Includes.h"
|
|
#elif defined(_PS3)
|
|
#include "Console2Includes.h"
|
|
typedef int SOCKET;
|
|
#elif defined(_WIN32)
|
|
// IP_DONTFRAGMENT is different between winsock 1 and winsock 2. Therefore, Winsock2.h must be linked againt Ws2_32.lib
|
|
// winsock.h must be linked against WSock32.lib. If these two are mixed up the flag won't work correctly
|
|
#include <winsock2.h>
|
|
#include <ws2tcpip.h>
|
|
//#include "RakMemoryOverride.h"
|
|
#else
|
|
#include <sys/types.h>
|
|
#include <sys/socket.h>
|
|
#include <netinet/in.h>
|
|
#include <arpa/inet.h>
|
|
#include <netdb.h>
|
|
#include <unistd.h>
|
|
//#include "RakMemoryOverride.h"
|
|
/// Unix/Linux uses ints for sockets
|
|
typedef int SOCKET;
|
|
#endif
|
|
//#include "ClientContextStruct.h"
|
|
|
|
class RakPeer;
|
|
|
|
// A platform independent implementation of Berkeley sockets, with settings used by RakNet
|
|
class SocketLayer : public RakNet::RakMemoryOverride
|
|
{
|
|
|
|
public:
|
|
|
|
/// Default Constructor
|
|
SocketLayer();
|
|
|
|
/// Destructor
|
|
~SocketLayer();
|
|
|
|
// Get the singleton instance of the Socket Layer.
|
|
/// \return unique instance
|
|
static inline SocketLayer* Instance()
|
|
{
|
|
return & I;
|
|
}
|
|
|
|
// Connect a socket to a remote host.
|
|
/// \param[in] writeSocket The local socket.
|
|
/// \param[in] binaryAddress The address of the remote host.
|
|
/// \param[in] port the remote port.
|
|
/// \return A new socket used for communication.
|
|
SOCKET Connect( SOCKET writeSocket, unsigned int binaryAddress, unsigned short port );
|
|
|
|
/// Creates a bound socket to listen for incoming connections on the specified port
|
|
/// \param[in] port the port number
|
|
/// \param[in] blockingSocket
|
|
/// \return A new socket used for accepting clients
|
|
SOCKET CreateBoundSocket( unsigned short port, bool blockingSocket, const char *forceHostAddress );
|
|
|
|
/// Returns if this specified port is in use, for UDP
|
|
/// \param[in] port the port number
|
|
/// \return If this port is already in use
|
|
static bool IsPortInUse(unsigned short port);
|
|
|
|
#if !defined(_XBOX360)
|
|
const char* DomainNameToIP( const char *domainName );
|
|
#endif
|
|
|
|
/// Start an asynchronous read using the specified socket. The callback will use the specified SystemAddress (associated with this socket) and call either the client or the server callback (one or
|
|
/// the other should be 0)
|
|
/// \note Was used for depreciated IO completion ports.
|
|
bool AssociateSocketWithCompletionPortAndRead( SOCKET readSocket, unsigned int binaryAddress, unsigned short port, RakPeer* rakPeer );
|
|
|
|
/// Write \a data of length \a length to \a writeSocket
|
|
/// \param[in] writeSocket The socket to write to
|
|
/// \param[in] data The data to write
|
|
/// \param[in] length The length of \a data
|
|
void Write( const SOCKET writeSocket, const char* data, const int length );
|
|
|
|
/// Read data from a socket
|
|
/// \param[in] s the socket
|
|
/// \param[in] rakPeer The instance of rakPeer containing the recvFrom C callback
|
|
/// \param[in] errorCode An error code if an error occured .
|
|
/// \param[in] connectionSocketIndex Which of the sockets in RakPeer we are using
|
|
/// \return Returns true if you successfully read data, false on error.
|
|
int RecvFrom( const SOCKET s, RakPeer *rakPeer, int *errorCode, unsigned connectionSocketIndex );
|
|
|
|
#if !defined(_XBOX360)
|
|
/// Retrieve all local IP address in a string format.
|
|
/// \param[in] s The socket whose port we are referring to
|
|
/// \param[in] ipList An array of ip address in dotted notation.
|
|
void GetMyIP( char ipList[ 10 ][ 16 ] );
|
|
#endif
|
|
|
|
/// Call sendto (UDP obviously)
|
|
/// \param[in] s the socket
|
|
/// \param[in] data The byte buffer to send
|
|
/// \param[in] length The length of the \a data in bytes
|
|
/// \param[in] ip The address of the remote host in dotted notation.
|
|
/// \param[in] port The port number to send to.
|
|
/// \return 0 on success, nonzero on failure.
|
|
int SendTo( SOCKET s, const char *data, int length, const char ip[ 16 ], unsigned short port );
|
|
|
|
/// Call sendto (UDP obviously)
|
|
/// It won't reach the recipient, except on a LAN
|
|
/// However, this is good for opening routers / firewalls
|
|
/// \param[in] s the socket
|
|
/// \param[in] data The byte buffer to send
|
|
/// \param[in] length The length of the \a data in bytes
|
|
/// \param[in] ip The address of the remote host in dotted notation.
|
|
/// \param[in] port The port number to send to.
|
|
/// \param[in] ttl Max hops of datagram
|
|
/// \return 0 on success, nonzero on failure.
|
|
int SendToTTL( SOCKET s, const char *data, int length, const char ip[ 16 ], unsigned short port, int ttl );
|
|
|
|
/// Call sendto (UDP obviously)
|
|
/// \param[in] s the socket
|
|
/// \param[in] data The byte buffer to send
|
|
/// \param[in] length The length of the \a data in bytes
|
|
/// \param[in] binaryAddress The address of the remote host in binary format.
|
|
/// \param[in] port The port number to send to.
|
|
/// \return 0 on success, nonzero on failure.
|
|
int SendTo( SOCKET s, const char *data, int length, unsigned int binaryAddress, unsigned short port );
|
|
|
|
/// Returns the local port, useful when passing 0 as the startup port.
|
|
/// \param[in] s The socket whose port we are referring to
|
|
/// \return The local port
|
|
unsigned short GetLocalPort ( SOCKET s );
|
|
|
|
private:
|
|
|
|
static bool socketLayerStarted;
|
|
|
|
#ifdef _WIN32
|
|
static WSADATA winsockInfo;
|
|
#endif
|
|
|
|
static SocketLayer I;
|
|
};
|
|
|
|
#endif
|
|
|