Files
Wanne e383a4080c 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
2009-03-28 15:30:07 +00:00

160 lines
6.2 KiB
C++

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