#pragma once #include #include #ifndef __linux__ #include #include #endif #include #include "../IO/Streams/InputStream.h" #include "../IO/Streams/OutputStream.h" #define SOCKET_CLIENT_END 0 #define SOCKET_SERVER_END 1 class SocketAddress; class ServerConnection; class Socket { public: // 4J Added so we can add a priority write function class SocketOutputStream : public OutputStream { public: // The flags are those that can be used for the QNet SendData function virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags) { write(b, offset, length); } }; private: class SocketInputStreamLocal : public InputStream { public: bool m_streamOpen; private: int m_queueIdx; public: SocketInputStreamLocal(int queueIdx); virtual int read(); virtual int read(byteArray b); virtual int read(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented virtual void flush() {} }; class SocketOutputStreamLocal : public SocketOutputStream { public: bool m_streamOpen; private: int m_queueIdx; public: SocketOutputStreamLocal(int queueIdx); virtual void write(unsigned int b); virtual void write(byteArray b); virtual void write(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual void flush() {} }; class SocketInputStreamNetwork : public InputStream { bool m_streamOpen; int m_queueIdx; Socket* m_socket; public: SocketInputStreamNetwork(Socket* socket, int queueIdx); virtual int read(); virtual int read(byteArray b); virtual int read(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented virtual void flush() {} }; class SocketOutputStreamNetwork : public SocketOutputStream { bool m_streamOpen; int m_queueIdx; Socket* m_socket; public: SocketOutputStreamNetwork(Socket* socket, int queueIdx); virtual void write(unsigned int b); virtual void write(byteArray b); virtual void write(byteArray b, unsigned int offset, unsigned int length); virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags); virtual void close(); virtual void flush() {} }; bool m_hostServerConnection; // true if this is the connection between the // host player and server bool m_hostLocal; // true if this player on the same machine as the host int m_end; // 0 for client side or 1 for host side // For local connections between the host player and the server static CRITICAL_SECTION s_hostQueueLock[2]; static std::queue s_hostQueue[2]; static SocketOutputStreamLocal* s_hostOutStream[2]; static SocketInputStreamLocal* s_hostInStream[2]; // For network connections std::queue m_queueNetwork[2]; // For input data CRITICAL_SECTION m_queueLockNetwork[2]; // For input data SocketInputStreamNetwork* m_inputStream[2]; SocketOutputStreamNetwork* m_outputStream[2]; bool m_endClosed[2]; // Host only connection class static ServerConnection* s_serverConnection; std::uint8_t networkPlayerSmallId; public: C4JThread::Event* m_socketClosedEvent; INetworkPlayer* getPlayer(); void setPlayer(INetworkPlayer* player); public: static void EnsureStreamsInitialised(); // 4J Fix: idempotent stream creation; safe to // call before Initialise(connection) static void Initialise(ServerConnection* serverConnection); Socket(bool response = false); // 4J - Create a local socket, for end 0 or // 1 of a connection Socket( INetworkPlayer* player, bool response = false, bool hostLocal = false); // 4J - Create a socket for an INetworkPlayer SocketAddress* getRemoteSocketAddress(); void pushDataToQueue(const std::uint8_t* pbData, std::size_t dataSize, bool fromHost = true); static void addIncomingSocket(Socket* socket); InputStream* getInputStream(bool isServerConnection); void setSoTimeout(int a); void setTrafficClass(int a); SocketOutputStream* getOutputStream(bool isServerConnection); bool close(bool isServerConnection); bool createdOk; bool isLocal() { return m_hostLocal; } bool isClosing() { return m_endClosed[SOCKET_CLIENT_END] || m_endClosed[SOCKET_SERVER_END]; } std::uint8_t getSmallId() { return networkPlayerSmallId; } };