/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef SE_INCL_MESSAGEDISPATCHER_H #define SE_INCL_MESSAGEDISPATCHER_H #ifdef PRAGMA_ONCE #pragma once #endif #include #include /* * 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. */