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#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<AcceptedSocket_t> 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
};
};
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