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** SERVER ** * Close redundant connections if max sockets have been reached. * Ban if client keeps spamming without authing first (ignoring message). * Check for whitelisted address before issuing bans (whitelisted address in ConVar 'sv_rcon_whitelist_address' will never get banned or get its connection terminated. * Transmit SQVM and DevMsg logs over the wire to the net console. ** NETCON ** * IPv6 support. * Close connection properly after FIN request. * Prompt user to reconnect after connection has been terminated instead of closing the application. * Add proper quit command. ** SDKLAUNCHER ** * Rename to 'launcher.exe' to describe its purpose better. Our logo gets printed nice and large on the console during startup. ** SDK ** * Cleanup.
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
#pragma once
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#include "tier1/netadr2.h"
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#include "common/igameserverdata.h"
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//-----------------------------------------------------------------------------
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// Purpose: container class to handle network streams
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//-----------------------------------------------------------------------------
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class CSocketCreator
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{
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public:
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CSocketCreator(void);
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~CSocketCreator(void);
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void RunFrame(void);
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void ProcessAccept(void);
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bool ConfigureListenSocket(int iSocket);
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bool ConfigureConnectSocket(SocketHandle_t hSocket);
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bool CreateListenSocket(const CNetAdr2& netAdr2, bool bListenOnAllInterfaces);
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void CloseListenSocket(void);
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int ConnectSocket(const CNetAdr2& netAdr2, bool bSingleSocket);
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void DisconnectSocket(void);
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int OnSocketAccepted(SocketHandle_t hSocket, CNetAdr2 netAdr2);
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void CloseAcceptedSocket(int nIndex);
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void CloseAllAcceptedSockets(void);
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bool IsListening(void) const;
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bool IsSocketBlocking(void) const;
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int GetAcceptedSocketCount(void) const;
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SocketHandle_t GetAcceptedSocketHandle(int nIndex) const;
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const CNetAdr2& GetAcceptedSocketAddress(int nIndex) const;
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CConnectedNetConsoleData* GetAcceptedSocketData(int nIndex) const;
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public:
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struct AcceptedSocket_t
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{
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SocketHandle_t m_hSocket{};
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CNetAdr2 m_Address{};
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CConnectedNetConsoleData* m_pData = nullptr;
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bool operator==(const AcceptedSocket_t& rhs) const { return (m_Address.CompareAdr(rhs.m_Address, false) == 0); }
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};
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std::vector<AcceptedSocket_t> m_hAcceptedSockets{};
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SocketHandle_t m_hListenSocket {}; // Used to accept connections.
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CNetAdr2 m_ListenAddress {}; // Address used to listen on.
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private:
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enum
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{
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SOCKET_TCP_MAX_ACCEPTS = 2
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};
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};
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