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Updated RaknetLib.lib to version 3.4
Added all raknet headers for full raknet support Added Testclass "TestCB.cpp" which is a test implementation for raknet plugin "File List Transfer". We will use this plugin for file transfer in multiplayer git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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/// \file
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/// \brief SocketLayer class implementation
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __SOCKET_LAYER_H
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#define __SOCKET_LAYER_H
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#include "RakMemoryOverride.h"
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#if defined(_XBOX) || defined(X360)
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#include "XBOX360Includes.h"
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#elif defined(_PS3) || defined(__PS3__) || defined(SN_TARGET_PS3)
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#include "PS3Includes.h"
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typedef int SOCKET;
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#elif defined(_XBOX) || defined(X360)
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#elif defined(_WIN32)
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// IP_DONTFRAGMENT is different between winsock 1 and winsock 2. Therefore, Winsock2.h must be linked againt Ws2_32.lib
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// winsock.h must be linked against WSock32.lib. If these two are mixed up the flag won't work correctly
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#include <winsock2.h>
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#else
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <unistd.h>
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//#include "RakMemoryOverride.h"
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/// Unix/Linux uses ints for sockets
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typedef int SOCKET;
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#endif
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//#include "ClientContextStruct.h"
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class RakPeer;
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// A platform independent implementation of Berkeley sockets, with settings used by RakNet
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class SocketLayer
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{
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public:
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/// Default Constructor
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SocketLayer();
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/// Destructor
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~SocketLayer();
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// Get the singleton instance of the Socket Layer.
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/// \return unique instance
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static inline SocketLayer* Instance()
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{
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return & I;
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}
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// Connect a socket to a remote host.
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/// \param[in] writeSocket The local socket.
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/// \param[in] binaryAddress The address of the remote host.
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/// \param[in] port the remote port.
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/// \return A new socket used for communication.
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SOCKET Connect( SOCKET writeSocket, unsigned int binaryAddress, unsigned short port );
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/// Creates a bound socket to listen for incoming connections on the specified port
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/// \param[in] port the port number
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/// \param[in] blockingSocket
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/// \return A new socket used for accepting clients
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SOCKET CreateBoundSocket( unsigned short port, bool blockingSocket, const char *forceHostAddress );
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SOCKET CreateBoundSocket_PS3Lobby( unsigned short port, bool blockingSocket, const char *forceHostAddress );
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/// Returns if this specified port is in use, for UDP
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/// \param[in] port the port number
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/// \return If this port is already in use
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static bool IsPortInUse(unsigned short port);
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#if !defined(_XBOX) && !defined(X360)
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const char* DomainNameToIP( const char *domainName );
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#endif
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/// Start an asynchronous read using the specified socket. The callback will use the specified SystemAddress (associated with this socket) and call either the client or the server callback (one or
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/// the other should be 0)
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/// \note Was used for depreciated IO completion ports.
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bool AssociateSocketWithCompletionPortAndRead( SOCKET readSocket, unsigned int binaryAddress, unsigned short port, RakPeer* rakPeer );
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/// Write \a data of length \a length to \a writeSocket
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/// \param[in] writeSocket The socket to write to
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/// \param[in] data The data to write
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/// \param[in] length The length of \a data
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void Write( const SOCKET writeSocket, const char* data, const int length );
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/// Read data from a socket
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/// \param[in] s the socket
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/// \param[in] rakPeer The instance of rakPeer containing the recvFrom C callback
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/// \param[in] errorCode An error code if an error occured .
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/// \param[in] connectionSocketIndex Which of the sockets in RakPeer we are using
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/// \return Returns true if you successfully read data, false on error.
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int RecvFrom( const SOCKET s, RakPeer *rakPeer, int *errorCode, unsigned connectionSocketIndex, bool isPs3LobbySocket );
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#if !defined(_XBOX) && !defined(_X360)
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/// Retrieve all local IP address in a string format.
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/// \param[in] s The socket whose port we are referring to
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/// \param[in] ipList An array of ip address in dotted notation.
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void GetMyIP( char ipList[ MAXIMUM_NUMBER_OF_INTERNAL_IDS ][ 16 ] );
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#endif
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/// Call sendto (UDP obviously)
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/// \param[in] s the socket
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/// \param[in] data The byte buffer to send
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/// \param[in] length The length of the \a data in bytes
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/// \param[in] ip The address of the remote host in dotted notation.
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/// \param[in] port The port number to send to.
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/// \return 0 on success, nonzero on failure.
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int SendTo( SOCKET s, const char *data, int length, const char ip[ 16 ], unsigned short port, bool isPs3LobbySocket );
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/// Call sendto (UDP obviously)
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/// It won't reach the recipient, except on a LAN
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/// However, this is good for opening routers / firewalls
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/// \param[in] s the socket
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/// \param[in] data The byte buffer to send
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/// \param[in] length The length of the \a data in bytes
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/// \param[in] ip The address of the remote host in dotted notation.
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/// \param[in] port The port number to send to.
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/// \param[in] ttl Max hops of datagram
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/// \return 0 on success, nonzero on failure.
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int SendToTTL( SOCKET s, const char *data, int length, const char ip[ 16 ], unsigned short port, int ttl );
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/// Call sendto (UDP obviously)
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/// \param[in] s the socket
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/// \param[in] data The byte buffer to send
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/// \param[in] length The length of the \a data in bytes
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/// \param[in] binaryAddress The address of the remote host in binary format.
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/// \param[in] port The port number to send to.
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/// \return 0 on success, nonzero on failure.
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int SendTo( SOCKET s, const char *data, int length, unsigned int binaryAddress, unsigned short port, bool isPs3LobbySocket );
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/// Returns the local port, useful when passing 0 as the startup port.
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/// \param[in] s The socket whose port we are referring to
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/// \return The local port
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unsigned short GetLocalPort ( SOCKET s );
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private:
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static SocketLayer I;
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void SetSocketOptions( SOCKET listenSocket);
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};
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#endif
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