iw4x-client/src/Components/Modules/Network.hpp

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#define NETWORK_MAX_PACKETS_PER_SECOND 100'000
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namespace Components
{
class Network : public Component
{
public:
class Address
{
public:
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Address() { this->SetType(Game::netadrtype_t::NA_BAD); };
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Address(std::string addrString);
Address(Game::netadr_t addr) : address(addr) {}
Address(Game::netadr_t* addr) : Address(*addr) {}
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Address(const Address& obj) : address(obj.address) {};
Address(const Proto::Network::Address& addr) { this->Deserialize(addr); };
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bool operator!=(const Address &obj) { return !(*this == obj); };
bool operator==(const Address &obj);
void SetPort(unsigned short port);
unsigned short GetPort();
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void SetIP(DWORD ip);
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void SetIP(Game::netIP_t ip);
Game::netIP_t GetIP();
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void SetType(Game::netadrtype_t type);
Game::netadrtype_t GetType();
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Game::netadr_t* Get();
const char* GetString();
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bool IsLocal();
bool IsSelf();
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bool IsValid();
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void Serialize(Proto::Network::Address* protoAddress);
void Deserialize(const Proto::Network::Address& protoAddress);
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private:
Game::netadr_t address;
};
typedef void(Callback)(Address address, std::string data);
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typedef void(CallbackRaw)();
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Network();
~Network();
const char* GetName() { return "Network"; };
static void Handle(std::string packet, Callback* callback);
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static void OnStart(CallbackRaw* callback);
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// Send quake-styled binary data
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static void Send(Address target, std::string data);
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static void Send(Game::netsrc_t type, Address target, std::string data);
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// Allows sending raw data without quake header
static void SendRaw(Address target, std::string data);
static void SendRaw(Game::netsrc_t type, Address target, std::string data);
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// Send quake-style command using binary data
static void SendCommand(Address target, std::string command, std::string data = "");
static void SendCommand(Game::netsrc_t type, Address target, std::string command, std::string data = "");
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static void Broadcast(unsigned short port, std::string data);
static void BroadcastRange(unsigned int min, unsigned int max, std::string data);
static void BroadcastAll(std::string data);
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private:
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static SOCKET TcpSocket;
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static std::string SelectedPacket;
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static wink::signal<wink::slot<CallbackRaw>> StartupSignal;
static std::map<std::string, wink::slot<Callback>> PacketHandlers;
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static int PacketInterceptionHandler(const char* packet);
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static void DeployPacket(Game::netadr_t* from, Game::msg_t* msg);
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static void DeployPacketStub();
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static void NetworkStart();
static void NetworkStartStub();
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};
}