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source/network/NetSession.h
/* Copyright (C) 2016 Wildfire Games. | /* Copyright (C) 2017 Wildfire Games. | ||||
* This file is part of 0 A.D. | * This file is part of 0 A.D. | ||||
* | * | ||||
* 0 A.D. is free software: you can redistribute it and/or modify | * 0 A.D. is free software: you can redistribute it and/or modify | ||||
* it under the terms of the GNU General Public License as published by | * it under the terms of the GNU General Public License as published by | ||||
* the Free Software Foundation, either version 2 of the License, or | * the Free Software Foundation, either version 2 of the License, or | ||||
* (at your option) any later version. | * (at your option) any later version. | ||||
* | * | ||||
* 0 A.D. is distributed in the hope that it will be useful, | * 0 A.D. is distributed in the hope that it will be useful, | ||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||||
* GNU General Public License for more details. | * GNU General Public License for more details. | ||||
* | * | ||||
* You should have received a copy of the GNU General Public License | * You should have received a copy of the GNU General Public License | ||||
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. | ||||
*/ | */ | ||||
#ifndef NETSESSION_H | #ifndef NETSESSION_H | ||||
#define NETSESSION_H | #define NETSESSION_H | ||||
#include "network/fsm.h" | #include "network/Fsm.h" | ||||
#include "network/NetFileTransfer.h" | #include "network/NetFileTransfer.h" | ||||
#include "network/NetHost.h" | #include "network/NetHost.h" | ||||
#include "ps/CStr.h" | #include "ps/CStr.h" | ||||
#include "scriptinterface/ScriptVal.h" | #include "scriptinterface/ScriptVal.h" | ||||
/** | /** | ||||
* Report the peer if we didn't receive a packet after this time (milliseconds). | * Report the peer if we didn't receive a packet after this time (milliseconds). | ||||
*/ | */ | ||||
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/** | /** | ||||
* Interface for sessions to which messages can be sent. | * Interface for sessions to which messages can be sent. | ||||
*/ | */ | ||||
class INetSession | class INetSession | ||||
{ | { | ||||
public: | public: | ||||
virtual ~INetSession() {} | virtual ~INetSession() {} | ||||
virtual bool SendMessage(const CNetMessage* message) = 0; | virtual bool SendMessage(const CNetMessageBuffer& message) = 0; | ||||
}; | }; | ||||
/** | /** | ||||
* The client end of a network session. | * The client end of a network session. | ||||
* Provides an abstraction of the network interface, allowing communication with the server. | * Provides an abstraction of the network interface, allowing communication with the server. | ||||
*/ | */ | ||||
class CNetClientSession : public INetSession | class CNetClientSession : public INetSession | ||||
{ | { | ||||
Show All 19 Lines | public: | ||||
* Disconnect from the server. | * Disconnect from the server. | ||||
* Sends a disconnection notification to the server. | * Sends a disconnection notification to the server. | ||||
*/ | */ | ||||
void Disconnect(u32 reason); | void Disconnect(u32 reason); | ||||
/** | /** | ||||
* Send a message to the server. | * Send a message to the server. | ||||
*/ | */ | ||||
virtual bool SendMessage(const CNetMessage* message); | virtual bool SendMessage(const CNetMessageBuffer& message); | ||||
/** | /** | ||||
* Number of milliseconds since the most recent packet of the server was received. | * Number of milliseconds since the most recent packet of the server was received. | ||||
*/ | */ | ||||
u32 GetLastReceivedTime() const; | u32 GetLastReceivedTime() const; | ||||
/** | /** | ||||
* Average round trip time to the server. | * Average round trip time to the server. | ||||
▲ Show 20 Lines • Show All 74 Lines • ▼ Show 20 Lines | public: | ||||
/** | /** | ||||
* Prevent timeouts for the client running in the same process as the server. | * Prevent timeouts for the client running in the same process as the server. | ||||
*/ | */ | ||||
void SetLocalClient(bool isLocalClient); | void SetLocalClient(bool isLocalClient); | ||||
/** | /** | ||||
* Send a message to the client. | * Send a message to the client. | ||||
*/ | */ | ||||
virtual bool SendMessage(const CNetMessage* message); | virtual bool SendMessage(const CNetMessageBuffer& message); | ||||
CNetFileTransferer& GetFileTransferer() { return m_FileTransferer; } | CNetFileTransferer& GetFileTransferer() { return m_FileTransferer; } | ||||
private: | private: | ||||
CNetServerWorker& m_Server; | CNetServerWorker& m_Server; | ||||
CNetFileTransferer m_FileTransferer; | CNetFileTransferer m_FileTransferer; | ||||
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Wildfire Games · Phabricator