mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
150 lines
5 KiB
C++
150 lines
5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PLATFORM_PLATFORMNET_H_
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#define _PLATFORM_PLATFORMNET_H_
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#include "platform/platform.h"
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#include "core/util/rawData.h"
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#include "core/util/journal/journaledSignal.h"
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#ifndef MAXPACKETSIZE
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#define MAXPACKETSIZE 1500
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#endif
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typedef int NetConnectionId;
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/// Generic network address
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///
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/// This is used to represent IP addresses.
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struct NetAddress
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{
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int type; ///< Type of address (IPAddress currently)
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/// Acceptable NetAddress types.
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enum
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{
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IPAddress,
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};
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U8 netNum[4]; ///< For IP: sin_addr<br>
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U8 nodeNum[6]; ///< For IP: Not used.<br>
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U16 port; ///< For IP: sin_port<br>
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};
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typedef S32 NetSocket;
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const NetSocket InvalidSocket = -1;
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/// void event(NetSocket sock, U32 state)
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typedef JournaledSignal<void(NetSocket,U32)> ConnectionNotifyEvent;
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/// void event(NetSocket listeningPort, NetSocket newConnection, NetAddress originatingAddress)
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typedef JournaledSignal<void(NetSocket,NetSocket,NetAddress)> ConnectionAcceptedEvent;
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/// void event(NetSocket connection, RawData incomingData)
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typedef JournaledSignal<void(NetSocket,RawData)> ConnectionReceiveEvent;
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/// void event(NetAddress originator, RawData incomingData)
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typedef JournaledSignal<void(NetAddress,RawData)> PacketReceiveEvent;
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/// Platform-specific network operations.
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struct Net
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{
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enum Error
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{
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NoError,
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WrongProtocolType,
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InvalidPacketProtocol,
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WouldBlock,
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NotASocket,
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UnknownError
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};
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enum ConnectionState {
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DNSResolved,
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DNSFailed,
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Connected,
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ConnectFailed,
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Disconnected
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};
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enum Protocol
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{
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UDPProtocol,
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TCPProtocol
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};
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static const int MaxPacketDataSize = MAXPACKETSIZE;
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static ConnectionNotifyEvent smConnectionNotify;
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static ConnectionAcceptedEvent smConnectionAccept;
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static ConnectionReceiveEvent smConnectionReceive;
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static PacketReceiveEvent smPacketReceive;
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static bool init();
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static void shutdown();
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// Unreliable net functions (UDP)
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// sendto is for sending data
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// all incoming data comes in on packetReceiveEventType
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// App can only open one unreliable port... who needs more? ;)
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static bool openPort(S32 connectPort, bool doBind = true);
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static NetSocket getPort();
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static void closePort();
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static Error sendto(const NetAddress *address, const U8 *buffer, S32 bufferSize);
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// Reliable net functions (TCP)
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// all incoming messages come in on the Connected* events
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static NetSocket openListenPort(U16 port);
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static NetSocket openConnectTo(const char *stringAddress); // does the DNS resolve etc.
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static void closeConnectTo(NetSocket socket);
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static Error sendtoSocket(NetSocket socket, const U8 *buffer, S32 bufferSize);
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static bool compareAddresses(const NetAddress *a1, const NetAddress *a2);
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static bool stringToAddress(const char *addressString, NetAddress *address);
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static void addressToString(const NetAddress *address, char addressString[256]);
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// lower level socked based network functions
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static NetSocket openSocket();
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static Error closeSocket(NetSocket socket);
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static Error send(NetSocket socket, const U8 *buffer, S32 bufferSize);
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static Error recv(NetSocket socket, U8 *buffer, S32 bufferSize, S32 *bytesRead);
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static Error connect(NetSocket socket, const NetAddress *address);
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static Error listen(NetSocket socket, S32 maxConcurrentListens);
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static NetSocket accept(NetSocket acceptSocket, NetAddress *remoteAddress);
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static Error bind(NetSocket socket, U16 port);
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static Error setBufferSize(NetSocket socket, S32 bufferSize);
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static Error setBroadcast(NetSocket socket, bool broadcastEnable);
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static Error setBlocking(NetSocket socket, bool blockingIO);
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private:
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static void process();
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};
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#endif |