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//-----------------------------------------------------------------------------
// Name: basic_net_framework.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#ifdef USE_BASIC_NETWORK_FRAMEWORK
#include <Game/connection_closed_reason.h>
#include <Network/net_framework_common.h>
#include <SDL_net.h>
#include <map>
#include <string>
#include <vector>
#include <list>
using std::map;
using std::string;
using std::vector;
using std::list;
typedef uint8_t NetConnectionID;
typedef uint8_t NetListenSocketID;
class Online;
class NetworkingMessage {
private:
friend class BasicNetFramework;
uint8_t* data;
uint16_t size;
public:
NetworkingMessage();
const void* GetData() const;
uint64_t GetSize() const;
void Release();
};
struct NetConnectionInfo {
ConnectionClosedReason end_reason;
NetFrameworkConnectionState connection_state;
};
struct NetFrameworkConnectionStatusChanged {
NetConnectionID conn_id;
NetConnectionInfo conn_info;
};
struct NetConnectionStatus {
NetConnectionStatus();
list<NetworkingMessage> messages;
vector<uint8_t> buf;
uint32_t count;
};
class BasicNetFramework {
Online* online;
private:
SDLNet_SocketSet socket_set;
map<NetConnectionID, TCPsocket> connection_id_map;
map<TCPsocket, NetConnectionID> connection_id_map_reverse;
map<NetConnectionID, NetConnectionStatus> connection_status;
map<NetListenSocketID, TCPsocket> listen_socket_map;
map<TCPsocket, NetListenSocketID> listen_socket_map_reverse;
NetConnectionID GetFreeConnectionID();
NetListenSocketID GetFreeListenSocketID();
public:
BasicNetFramework(Online* online_callback);
void Initialize();
void Dispose();
void Update();
bool HasFriendInviteOverlay() const;
bool ConnectByIPAddress(const string& address, NetConnectionID* id);
NetListenSocketID CreateListenSocketIP(const string &local_address);
void CloseListenSocket(NetListenSocketID listen_socket_id);
void GetConnectionStatus(NetConnectionID conn_id, ConnectionStatus* status) const;
void CloseConnection(NetConnectionID conn_id, ConnectionClosedReason reason);
int ReceiveMessageOnConnection(NetConnectionID conn_id, NetworkingMessage* msg);
bool AcceptConnection(NetConnectionID conn_id, int* result);
string GetResultString(int result);
void SendMessageToConnection(NetConnectionID conn_id, char* buffer, uint32_t bytes, bool reliable, bool flush);
};
#endif
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