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