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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__
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