namespace Components { class Network : public Component { public: class Address { public: Address() {}; Address(std::string addrString); Address(Game::netadr_t addr) : address(addr) {} Address(Game::netadr_t* addr) : Address(*addr) {} Address(const Address& obj) : address(obj.address) {}; 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(); Game::netadr_t* Get(); const char* GetString(); bool IsLocal(); bool IsSelf(); private: Game::netadr_t address; }; typedef void(Callback)(Address address, std::string data); Network(); ~Network(); const char* GetName() { return "Network"; }; static void Handle(std::string packet, Callback* 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 SOCKET TcpSocket; static std::string SelectedPacket; static std::map> PacketHandlers; static int PacketInterceptionHandler(const char* packet); static void DeployPacket(Game::netadr_t* from, Game::msg_t* msg); static void DeployPacketStub(); }; }