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

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#define NETWORK_MAX_PACKETS_PER_SECOND 100'000
namespace Components
{
class Network : public Component
{
public:
class Address
{
public:
Address() { setType(Game::netadrtype_t::NA_BAD); };
Address(std::string addrString);
Address(sockaddr* addr);
Address(sockaddr addr) : Address(&addr) {}
Address(sockaddr_in addr) : Address(&addr) {}
Address(sockaddr_in* addr) : Address(reinterpret_cast<sockaddr*>(addr)) {}
Address(Game::netadr_t addr) : address(addr) {}
Address(Game::netadr_t* addr) : Address(*addr) {}
Address(const Address& obj) : address(obj.address) {};
Address(const Proto::Network::Address& addr) { this->deserialize(addr); };
bool operator!=(const Address &obj) { return !(*this == obj); };
bool operator==(const Address &obj);
void setPort(unsigned short port);
unsigned short getPort();
void setIP(DWORD ip);
void setIP(Game::netIP_t ip);
Game::netIP_t getIP();
void setType(Game::netadrtype_t type);
Game::netadrtype_t getType();
sockaddr getSockAddr();
void toSockAddr(sockaddr* addr);
void toSockAddr(sockaddr_in* addr);
Game::netadr_t* get();
const char* getCString();
std::string getString();
bool isLocal();
bool isSelf();
bool isValid();
bool isLoopback();
void serialize(Proto::Network::Address* protoAddress);
void deserialize(const Proto::Network::Address& protoAddress);
private:
Game::netadr_t address;
};
typedef void(Callback)(Address address, std::string data);
typedef void(CallbackRaw)();
Network();
~Network();
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
const char* getName() { return "Network"; };
#endif
static void Handle(std::string packet, Utils::Slot<Callback> callback);
static void OnStart(Utils::Slot<CallbackRaw> callback);
// Send quake-styled binary data
static void Send(Address target, std::string data);
static void Send(Game::netsrc_t type, Address target, std::string data);
// 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);
// 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 = "");
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);
private:
static std::string SelectedPacket;
static Utils::Signal<CallbackRaw> StartupSignal;
static std::map<std::string, Utils::Slot<Callback>> PacketHandlers;
static int PacketInterceptionHandler(const char* packet);
static void DeployPacket(Game::netadr_t* from, Game::msg_t* msg);
static void DeployPacketStub();
static void NetworkStart();
static void NetworkStartStub();
static void PacketErrorCheck();
};
}