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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plNetTransport_h
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#define plNetTransport_h
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#include "HeadSpin.h"
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#include <vector>
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//
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// The transport class handles the details of sending net msgs to
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// the server or to groups of clients (members).
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// It hides whether we are playing in P2P mode or C/S mode.
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// It is currently used only clientside but is general enough to
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// be used by a server as well.
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//
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class plKey;
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class plNetTransportMember;
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typedef std::vector<plNetTransportMember*> plMembersList;
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class plNetMessage;
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class plNetTransport
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{
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private:
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plMembersList fMembers; // master list of all members in the game, server is member[0]
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std::vector<plMembersList> fChannelGroups; // members grouped by channel
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void IUnSubscribeToAllChannelGrps(plNetTransportMember* mbr);
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void IRemoveMember(plNetTransportMember* mbr);
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public:
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plNetTransport() {}
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~plNetTransport();
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void DumpState();
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// master list ops
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void GetMemberListDistSorted(plNetTransportMember**& listPtr) const; // allocates and sorts array
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int FindMember(const plKey avKey) const; // return array index or -1
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int FindMember(uint32_t playerID) const; // return array index or -1
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int FindMember(const plNetTransportMember* mbr); // return array index or -1
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int AddMember(plNetTransportMember* mbr); // to master list, if not there
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bool RemoveMember(plNetTransportMember* mbr); // from master list and all channels
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bool RemoveMember(int idx); // from master list and all channels
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int GetNumMembers() const { return fMembers.size(); }
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plNetTransportMember* GetMember(int i) const { return i>=0 && i<fMembers.size() ? fMembers[i] : nil; }
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void ClearMembers();
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// channel group ops
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void SubscribeToChannelGrp(plNetTransportMember* mbr, int channel);
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bool UnSubscribeToChannelGrp(plNetTransportMember* mbr, int channel);
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void GetSubscriptions(plNetTransportMember* mbr, std::vector<int>* channels) const;
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void ClearChannelGrp(int channel);
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void SetNumChannels(int n);
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int SendMsg(int channel, plNetMessage* msg) const;
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};
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#endif // plNetTransport_h
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