iw4x-client/src/Components/Modules/Network.hpp
2023-05-12 22:35:31 +01:00

95 lines
3.3 KiB
C++

#pragma once
namespace Components
{
class Network : public Component
{
public:
class Address
{
public:
Address();
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<sockaddr*>(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);
[[nodiscard]] unsigned short getPort() const;
void setIP(DWORD ip);
void setIP(Game::netIP_t ip);
[[nodiscard]] Game::netIP_t getIP() const;
void setType(Game::netadrtype_t type);
[[nodiscard]] Game::netadrtype_t getType() const;
[[nodiscard]] sockaddr getSockAddr();
void toSockAddr(sockaddr* addr);
void toSockAddr(sockaddr_in* addr);
[[nodiscard]] const Game::netadr_t* get() const noexcept;
[[nodiscard]] const char* getCString() const;
[[nodiscard]] std::string getString() const;
[[nodiscard]] bool isLocal() const noexcept;
[[nodiscard]] bool isSelf() const noexcept;
[[nodiscard]] bool isValid() const noexcept;
[[nodiscard]] bool isLoopback() const noexcept;
private:
Game::netadr_t address;
};
using networkCallback = std::function<void(Address&, const std::string&)>;
using networkRawCallback = std::function<void(Game::netadr_t*, Game::msg_t* msg)>;
Network();
static std::uint16_t GetPort();
// Send quake-styled binary data
static void Send(const Address& target, const std::string& data);
static void Send(Game::netsrc_t type, const Address& target, const std::string& data);
// Allows sending raw data without quake header
static void SendRaw(const Address& target, const std::string& data);
static void SendRaw(Game::netsrc_t type, const Address& target, const std::string& data);
// Send quake-style command using binary data
static void SendCommand(const Address& target, const std::string& command, const std::string& data = {});
static void SendCommand(Game::netsrc_t type, const 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 OnClientPacket(const std::string& command, const networkCallback& callback);
static void OnClientPacketRaw(const std::string& command, const networkRawCallback& callback);
private:
static std::unordered_map<std::string, networkCallback> CL_Callbacks;
static std::unordered_map<std::string, networkRawCallback> CL_RawCallbacks;
static void PacketErrorCheck();
static bool CL_HandleCommand(Game::netadr_t* address, const char* command, Game::msg_t* message);
static void CL_HandleCommandStub();
};
}
template <>
struct std::hash<Components::Network::Address>
{
std::size_t operator()(const Components::Network::Address& x) const noexcept
{
return std::hash<std::uint32_t>()(*reinterpret_cast<const std::uint32_t*>(&x.getIP().bytes[0])) ^ std::hash<std::uint16_t>()(x.getPort());
}
};