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49 lines
1.5 KiB
49 lines
1.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ICHANNEL_H
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#define ICHANNEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlvector.h"
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class IChannel
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{
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public:
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// Note: this also releases any channels contained inside. So if you make a reliable
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// channel that contains an unreliable channel and release the reliable one,
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// it will automatically release the unreliable one it contains.
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virtual void Release() = 0;
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// Send data to the destination.
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virtual bool Send( const void *pData, int len ) = 0;
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// This version puts all the chunks into one packet and ships it off.
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virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
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// Check for any packets coming in from the destination.
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// Returns false if no packet was received.
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//
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// flTimeout can be used to make it wait for data.
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//
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// Note: this is most efficient if you keep the buffer around between calls so it only
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// reallocates it when it needs more space.
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virtual bool Recv( CUtlVector<unsigned char> &data, double flTimeout=0 ) = 0;
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// Returns false if the connection has been broken.
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virtual bool IsConnected() = 0;
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// If IsConnected returns false, you can call this to find out why the socket got disconnected.
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virtual void GetDisconnectReason( CUtlVector<char> &reason ) = 0;
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};
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#endif // ICHANNEL_H
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