Serious-Engine/Sources/Engine/Network/MessageDispatcher.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_MESSAGEDISPATCHER_H
#define SE_INCL_MESSAGEDISPATCHER_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/CTString.h>
#include <Engine/Base/Lists.h>
/*
* Network provider description.
*/
class ENGINE_API CNetworkProvider {
public:
CTString np_Description; // description string of the driver
public:
CListNode np_Node; // for linking in list of avaliable providers
/* Default constructor. */
CNetworkProvider(void);
/* Create a human description of driver. */
const CTString &GetDescription(void) const;
};
/*
* Message dispatcher object for sending/receiving messages.
*
* NOTE: message buffer is handled thread-locally
* (only one CMessageDispatcher object pre process is allowed)
*/
class ENGINE_API CMessageDispatcher {
public:
CListHead md_lhProviders; // statical list of providers initialized at startup
CTString md_strGameID;
/* Enumerate all providers at startup (later enumeration just copies this list). */
void EnumNetworkProviders_startup(CListHead &lh);
public:
/* Default constructor. */
CMessageDispatcher(void);
/* Destructor. */
~CMessageDispatcher(void);
/* Initialize for a given game. */
void Init(const CTString &strGameID);
/* Enumerate all providers. */
void EnumNetworkProviders(CListHead &lh);
/* Start using a service provider. */
void StartProvider_t(const CNetworkProvider &npProvider);
/* Stop using current service provider. */
void StopProvider(void);
/* Send a message from server to client. */
void SendToClient(INDEX iClient, const CNetworkMessage &nmMessage);
void SendToClientReliable(INDEX iClient, const CNetworkMessage &nmMessage);
void SendToClientReliable(INDEX iClient, CTMemoryStream &strmMessage);
/* Send a message from client to server. */
void SendToServer(const CNetworkMessage &nmMessage);
void SendToServerReliable(const CNetworkMessage &nmMessage);
/* Receive next message from client to server. */
BOOL ReceiveFromClient(INDEX iClient, CNetworkMessage &nmMessage);
BOOL ReceiveFromClientReliable(INDEX iClient, CNetworkMessage &nmMessage);
/* Receive next message from server to client. */
BOOL ReceiveFromServer(CNetworkMessage &nmMessage);
BOOL ReceiveFromServerReliable(CNetworkMessage &nmMessage);
BOOL ReceiveFromServerReliable(CTMemoryStream &strmMessage);
/* Send/receive broadcast messages. */
void SendBroadcast(const CNetworkMessage &nmMessage, ULONG ulAddr, UWORD uwPort);
BOOL ReceiveBroadcast(CNetworkMessage &nmMessage, ULONG &ulAddr, UWORD &uwPort);
};
#endif /* include-once check. */