Files
2026-03-07 03:31:30 +07:00

134 lines
4.1 KiB
C++

#pragma once
#include <xrnm.h>
#include <queue>
#include <qnet.h>
#include "InputStream.h"
#include "OutputStream.h"
#define SOCKET_CLIENT_END 0
#define SOCKET_SERVER_END 1
class SocketAddress;
class ServerConnection;
class Socket
{
public:
// 4J Added so we can add a priority write function
class SocketOutputStream : public OutputStream
{
public:
// The flags are those that can be used for the QNet SendData function
virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags) { write(b, offset, length); }
};
private:
class SocketInputStreamLocal : public InputStream
{
public:
bool m_streamOpen;
private:
int m_queueIdx;
public:
SocketInputStreamLocal(int queueIdx);
virtual int read();
virtual int read(byteArray b);
virtual int read(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented
virtual void flush() {}
};
class SocketOutputStreamLocal : public SocketOutputStream
{
public:
bool m_streamOpen;
private:
int m_queueIdx;
public:
SocketOutputStreamLocal(int queueIdx);
virtual void write(unsigned int b);
virtual void write(byteArray b);
virtual void write(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual void flush() {}
};
class SocketInputStreamNetwork : public InputStream
{
bool m_streamOpen;
int m_queueIdx;
Socket *m_socket;
public:
SocketInputStreamNetwork(Socket *socket, int queueIdx);
virtual int read();
virtual int read(byteArray b);
virtual int read(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented
virtual void flush() {}
};
class SocketOutputStreamNetwork : public SocketOutputStream
{
bool m_streamOpen;
int m_queueIdx;
Socket *m_socket;
public:
SocketOutputStreamNetwork(Socket *socket, int queueIdx);
virtual void write(unsigned int b);
virtual void write(byteArray b);
virtual void write(byteArray b, unsigned int offset, unsigned int length);
virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags);
virtual void close();
virtual void flush() {}
};
bool m_hostServerConnection; // true if this is the connection between the host player and server
bool m_hostLocal; // true if this player on the same machine as the host
int m_end; // 0 for client side or 1 for host side
// For local connections between the host player and the server
static CRITICAL_SECTION s_hostQueueLock[2];
static std::queue<byte> s_hostQueue[2];
static SocketOutputStreamLocal *s_hostOutStream[2];
static SocketInputStreamLocal *s_hostInStream[2];
// For network connections
std::queue<byte> m_queueNetwork[2]; // For input data
CRITICAL_SECTION m_queueLockNetwork[2]; // For input data
SocketInputStreamNetwork *m_inputStream[2];
SocketOutputStreamNetwork *m_outputStream[2];
bool m_endClosed[2];
// Host only connection class
static ServerConnection *s_serverConnection;
BYTE networkPlayerSmallId;
public:
C4JThread::Event* m_socketClosedEvent;
INetworkPlayer *getPlayer();
void setPlayer(INetworkPlayer *player);
public:
static void Initialise(ServerConnection *serverConnection);
Socket(bool response = false); // 4J - Create a local socket, for end 0 or 1 of a connection
Socket(INetworkPlayer *player, bool response = false, bool hostLocal = false); // 4J - Create a socket for an INetworkPlayer
SocketAddress *getRemoteSocketAddress();
void pushDataToQueue(const BYTE * pbData, DWORD dwDataSize, bool fromHost = true);
static void addIncomingSocket(Socket *socket);
InputStream *getInputStream(bool isServerConnection);
void setSoTimeout(int a );
void setTrafficClass( int a );
SocketOutputStream *getOutputStream(bool isServerConnection);
bool close(bool isServerConnection);
bool createdOk;
bool isLocal() { return m_hostLocal; }
bool isClosing() { return m_endClosed[SOCKET_CLIENT_END] || m_endClosed[SOCKET_SERVER_END]; }
BYTE getSmallId() { return networkPlayerSmallId; }
};