#pragma once #include "NetAdr2.h" #include "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 CNetAdr2& netAdr2, bool bListenOnAllInterfaces); void CloseListenSocket(void); int ConnectSocket(const CNetAdr2& netAdr2, bool bSingleSocket); void DisconnectSocket(void); int OnSocketAccepted(SocketHandle_t hSocket, CNetAdr2 netAdr2); 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 CNetAdr2& GetAcceptedSocketAddress(int nIndex) const; CConnectedNetConsoleData* GetAcceptedSocketData(int nIndex) const; public: struct AcceptedSocket_t { SocketHandle_t m_hSocket{}; CNetAdr2 m_Address{}; CConnectedNetConsoleData* m_pData = nullptr; bool operator==(const AcceptedSocket_t& rhs) const { return (m_Address.CompareAdr(rhs.m_Address, false) == 0); } }; std::vector m_hAcceptedSockets{}; SocketHandle_t m_hListenSocket{}; // Used to accept connections. CNetAdr2 m_ListenAddress{}; // Address used to listen on. private: enum { SOCKET_TCP_MAX_ACCEPTS = 2 }; };