r5sdk/r5dev/tier2/socketcreator.h
Kawe Mazidjatari b98eee0268 RCON system refactor and improvements
* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
2023-01-29 15:24:24 +01:00

57 lines
1.6 KiB
C++

#pragma once
#include "tier1/netadr.h"
#include "common/igameserverdata.h"
//-----------------------------------------------------------------------------
// Purpose: container class to handle network streams
//-----------------------------------------------------------------------------
class CSocketCreator
{
public:
CSocketCreator(void);
~CSocketCreator(void);
void RunFrame(void);
void ProcessAccept(void);
bool ConfigureListenSocket(int iSocket);
bool ConfigureConnectSocket(SocketHandle_t hSocket);
bool CreateListenSocket(const netadr_t& netAdr, bool bListenOnAllInterfaces = false);
void CloseListenSocket(void);
int ConnectSocket(const netadr_t& netAdr, bool bSingleSocket);
void DisconnectSocket(void);
int OnSocketAccepted(SocketHandle_t hSocket, const netadr_t& netAdr);
void CloseAcceptedSocket(int nIndex);
void CloseAllAcceptedSockets(void);
bool IsListening(void) const;
bool IsSocketBlocking(void) const;
int GetAcceptedSocketCount(void) const;
SocketHandle_t GetAcceptedSocketHandle(int nIndex) const;
const netadr_t& GetAcceptedSocketAddress(int nIndex) const;
CConnectedNetConsoleData* GetAcceptedSocketData(int nIndex) const;
public:
struct AcceptedSocket_t
{
SocketHandle_t m_hSocket{};
netadr_t m_Address{};
CConnectedNetConsoleData* m_pData = nullptr;
};
std::vector<AcceptedSocket_t> m_hAcceptedSockets;
SocketHandle_t m_hListenSocket; // Used to accept connections.
netadr_t m_ListenAddress; // Address used to listen on.
private:
enum
{
SOCKET_TCP_MAX_ACCEPTS = 2
};
};