iw4x-client/src/Components/Modules/Network.hpp
2022-11-16 17:25:21 +00:00

102 lines
3.2 KiB
C++

#pragma once
namespace Components
{
class Network : public Component
{
public:
class Address
{
public:
Address() { setType(Game::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<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);
Game::netadr_t* get();
[[nodiscard]] const char* getCString() const;
[[nodiscard]] std::string getString() const;
[[nodiscard]] bool isLocal();
[[nodiscard]] bool isSelf();
[[nodiscard]] bool isValid() const;
[[nodiscard]] bool isLoopback() const;
private:
Game::netadr_t address;
};
typedef void(CallbackRaw)();
using NetworkCallback = std::function<void(Address&, const std::string&)>;
Network();
static unsigned short GetPort();
static void OnStart(const Utils::Slot<CallbackRaw>& 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 OnClientPacket(const std::string& command, const NetworkCallback& callback);
private:
static Utils::Signal<CallbackRaw> StartupSignal;
static std::unordered_map<std::string, NetworkCallback> CL_Callbacks;
static void NetworkStart();
static void NetworkStartStub();
static void PacketErrorCheck();
static void SV_ExecuteClientMessageStub(Game::client_t* client, Game::msg_t* msg);
static bool CL_HandleCommand(Game::netadr_t* address, const char* command, const Game::msg_t* message);
static void CL_HandleCommandStub();
};
}
template <>
struct std::hash<Components::Network::Address>
{
std::size_t operator()(const Components::Network::Address& k) const noexcept
{
return std::hash<std::string>()(k.getString());
}
};