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190 lines
7.4 KiB
C++
190 lines
7.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/**************************************************************************
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********************* THIS CLASS IS DEPRECATED ****************************
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**************************************************************************/
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#ifdef NL_OS_WINDOWS
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# pragma message(NL_LOC_WRN "You are using a deprecated feature of NeL, consider rewriting your code with replacement feature")
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#else // NL_OS_UNIX
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# warning "You are using a deprecated feature of NeL, consider rewriting your code with replacement feature"
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#endif
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#ifndef NL_NET_MANAGER_H
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#define NL_NET_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include <string>
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#include <map>
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#include <vector>
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#include "nel/misc/time_nl.h"
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#include "nel/misc/string_id_array.h"
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#include "callback_net_base.h"
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#include "naming_client.h"
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namespace NLNET {
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/// Callback function type for message processing
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typedef void (*TNetManagerCallback) (const std::string &serviceName, TSockId from, void *arg);
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/** Structure used in the second part of the map
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* If you add a client with his service name, the Name is the service name and ServiceNames is empty.
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* If you add a client with his ip, Name is the fake service name and ServiceNames[0] is the ip.
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* If you add a group (of client), Name is the name of the group and ServiceNames is names of all services in the group.
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* If you add a server, Name is the service name of the server and ServiceNames is empty.
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*/
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struct CBaseStruct
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{
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CBaseStruct (const std::string &sn) :
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Name(sn), ConnectionCallback(NULL), ConnectionCbArg(NULL),
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DisconnectionCallback(NULL), DisconnectionCbArg(NULL), Type(Unknown)
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{ }
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/// the name used by all function to retrieve a service (in the case of group or ip, this name is a virtual
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/// name used only to find it to perform action on it
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std::string Name;
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enum TBaseStructType { Unknown, Client, ClientWithAddr, Group, Server };
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std::vector<std::string> ServiceNames;
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/// It could have more than one connection, in this case, the vector contains all connections
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std::vector<CCallbackNetBase*> NetBase;
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TNetManagerCallback ConnectionCallback;
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void *ConnectionCbArg;
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TNetManagerCallback DisconnectionCallback;
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void *DisconnectionCbArg;
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// autoretry is used only when Type is ClientWithAddr. If true, the CNetManager will retry to reconnect if it lost the connection
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bool AutoRetry;
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TBaseStructType Type;
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};
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/**
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* Layer 4
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*
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* In case of addGroup(), messages are *not* associate with id, so the message type is always sent with string.
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*
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* \author Vianney Lecroart
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* \author Nevrax France
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* \date 2001
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*/
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class CNetManager
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{
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public:
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/** Creates the connection to the Naming Service.
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* If the connection failed, ESocketConnectionFailed exception is generated.
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*/
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static void init (const CInetAddress *addr, CCallbackNetBase::TRecordingState rec );
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static void release ();
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/** Sets up a server on a specific port with a specific service name (create a listen socket, register to naming service and so on)
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* If servicePort is 0, it will be dynamically determinated by the Naming Service.
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* If sid id 0, the service id will be dynamically determinated by the Naming Service.
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*/
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static void addServer (const std::string &serviceName, uint16 servicePort = 0, bool external = false);
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static void addServer (const std::string &serviceName, uint16 servicePort, NLNET::TServiceId &sid, bool external = false);
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/// Creates a connection to a specific IP and associate it this a "fake" serviceName (to enable you to send data for example)
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static void addClient (const std::string &serviceName, const std::string &addr, bool autoRetry = true);
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/// Creates a connection to a service using the naming service and the serviceName
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static void addClient (const std::string &serviceName);
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/// Creates connections to a group of service
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static void addGroup (const std::string &groupName, const std::string &serviceName);
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/// Adds a callback array to a specific service connection. You can add callback only *after* adding the server, the client or the group
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static void addCallbackArray (const std::string &serviceName, const TCallbackItem *callbackarray, NLMISC::CStringIdArray::TStringId arraysize);
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/** Call it evenly. the parameter select the timeout value in milliseconds for each update. You are absolutely certain that this
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* function will not be returns before this amount of time you set.
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* If you set the update timeout value higher than 0, all messages in queues will be process until the time is greater than the timeout user update().
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* If you set the update timeout value to 0, all messages in queues will be process one time before calling the user update(). In this case, we don't nlSleep(1).
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*/
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static void update (NLMISC::TTime timeout = 0);
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/// Sends a message to a specific serviceName
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static void send (const std::string &serviceName, const CMessage &buffer, TSockId hostid = InvalidSockId);
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/** Sets callback for incoming connections (or NULL to disable callback)
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* On a client, the callback will be call when the connection to the server is established (the first connection or after the server shutdown and started)
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* On a server, the callback is called each time a new client is connected to him
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*/
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static void setConnectionCallback (const std::string &serviceName, TNetManagerCallback cb, void *arg);
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/** Sets callback for disconnections (or NULL to disable callback)
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On a client, the callback will be call each time the connection to the server is lost
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On a server, the callback is called each time a client is disconnected
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*/
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static void setDisconnectionCallback (const std::string &serviceName, TNetManagerCallback cb, void *arg);
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/// Returns the connection if you want to do specific calls
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static CCallbackNetBase *getNetBase (const std::string &serviceName);
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static void setUpdateTimeout (uint32 timeout);
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static void createConnection(CBaseStruct &Base, const CInetAddress &Addr, const std::string& name);
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static uint64 getBytesSent ();
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static uint64 getBytesReceived ();
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static uint64 getReceiveQueueSize ();
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static uint64 getSendQueueSize ();
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private:
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typedef std::map<std::string, CBaseStruct> TBaseMap;
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typedef TBaseMap::iterator ItBaseMap;
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// Contains all the connections (client and server)
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static TBaseMap _BaseMap;
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static CCallbackNetBase::TRecordingState _RecordingState;
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// used to synchonize the timeout in the update function
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static NLMISC::TTime _NextUpdateTime;
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// Finds the service or add it if not found
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static ItBaseMap find (const std::string &serviceName);
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friend void RegistrationBroadcast (const std::string &name, TServiceId sid, const std::vector<CInetAddress> &addr);
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// It's a static class, you can't instanciate it
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CNetManager() { }
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};
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} // NLNET
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#endif // NL_NET_MANAGER_H
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/* End of net_manager.h */
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