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