#pragma once namespace Components { class Network : public Component { public: class Address { public: Address() { setType(Game::netadrtype_t::NA_BAD); } Address(const std::string& addrString); Address(sockaddr* addr); Address(sockaddr addr) : Address(&addr) {} Address(sockaddr_in addr) : Address(&addr) {} Address(sockaddr_in* addr) : Address(reinterpret_cast(addr)) {} Address(Game::netadr_t addr) : address(addr) {} Address(Game::netadr_t* addr) : Address(*addr) {} Address(const Address& obj) = default; bool operator!=(const Address &obj) const { return !(*this == obj); } bool operator==(const Address &obj) const; 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() const; std::string getString() const; bool isLocal(); bool isSelf(); bool isValid(); bool isLoopback(); private: Game::netadr_t address; }; typedef void(CallbackRaw)(); using NetworkCallback = std::function; Network(); static unsigned short GetPort(); static void OnStart(Utils::Slot callback); // Send quake-styled binary data static void Send(Address target, const std::string& data); static void Send(Game::netsrc_t type, Address target, const std::string& data); // Allows sending raw data without quake header static void SendRaw(Address target, const std::string& data); static void SendRaw(Game::netsrc_t type, Address target, const std::string& data); // Send quake-style command using binary data static void SendCommand(Address target, const std::string& command, const std::string& data = ""); static void SendCommand(Game::netsrc_t type, Address target, const std::string& command, const std::string& data = ""); static void Broadcast(unsigned short port, const std::string& data); static void BroadcastRange(unsigned int min, unsigned int max, const std::string& data); static void BroadcastAll(const std::string& data); static void OnPacket(const std::string& command, const NetworkCallback& callback); private: static std::string SelectedPacket; static Utils::Signal StartupSignal; static std::unordered_map Callbacks; static void NetworkStart(); static void NetworkStartStub(); static void PacketErrorCheck(); static void SV_ExecuteClientMessageStub(Game::client_t* client, Game::msg_t* msg); static bool HandleCommand(Game::netadr_t* address, const char* command, const Game::msg_t* message); static void CL_HandleCommandStub(); }; } template <> struct std::hash { std::size_t operator()(const Components::Network::Address& k) const { return (std::hash()(k.getString())); } };