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/*
   net/netconnection.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#ifndef __INCLUDED_CORE_NETCONNECTION_H__
#define __INCLUDED_CORE_NETCONNECTION_H__

#include <unistd.h>
#include <errno.h>

#ifndef _WIN32
#include <sys/types.h>
#include <sys/socket.h>
#include <sys/wait.h>

#include <netinet/in.h>
#include <arpa/inet.h>

#include <sys/select.h>
#include <netdb.h>
#else
#include <windows.h>
#endif

#include <string>
#include <deque>
#include <map>

#include "core/entity.h"
#include "core/net.h"

namespace core
{

/// a client to server connection
class NetConnection
{
public:
	NetConnection();
	virtual ~NetConnection();
	
	/// connect to a remote host
	virtual void connect(std::string const &to_host, int to_port);
	
	/// disconnect from a remote host
	virtual void disconnect();

	/// process pending incoming messages
	void frame();

	/// send a connect message to the remote server
	void send_connect();

	/// send a player info message to the remote server
	void send_playerinfo();

	/// send a client update message to the remote server
	void send_clientupdate(Entity *entity);

	/// send a chat message
	void send_say(std::string const &text);

	/// send a private message
	void send_private_message(std::string const &text);

	/// send a command line to the remote server
	void send_command(std::string const &cmdline);

	/// transmit messages in the send queue to the remote server
	void transmit();

	void abort();

	inline int fd() const { return connection_fd; }
	
	inline std::string host() const { return connection_host; }

	inline int port() const { return connection_port; }

	inline bool valid() const { return (connection_fd != -1); }

	inline bool invalid() const { return (connection_fd == -1); }

	inline bool error() const { return connection_error; }

	inline bool connected() const {	return ((connection_fd != -1) && !connection_error); }

	enum State {Connecting=0, Pending=1, Connected=2};

	inline State state() const { return connection_state; }
	
	State connection_state;

	/// return the current game time
	inline unsigned long timestamp() const { return connection_timestamp; }

protected:
	/// add a raw network message to the send queue
	void send_raw(std::string const &msg);

	/// receive incoming data and store messages
	void receive();

	/// return true if there are incoming messages
	bool has_messages() const;

	/// retreive an incoming message
	void retreive(std::string & message);

	/// parse an incoming message
	void parse_incoming_message(const std::string & message);
	
private:
	std::string		messageblock;	
	std::deque<std::string>	recvq;
	std::string		sendq;
	fd_set			clientset;
	
	float			connection_timeout;
	float			connection_keepalive;
	int			connection_fd;
	bool			connection_error;
	std::string		connection_host;
	int			connection_port;
	struct sockaddr_in 	server_addr;
	char			recvbuf[BLOCKSIZE];

	bool			receive_compressed;
	size_t			received_compressed_size;
	size_t			compressed_size;
	char			zrecvbuf[BLOCKSIZE];

	unsigned long		connection_timestamp;
};

}

#endif // __INCLUDED_CORE_NETCONNECTION_H__