Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef NETWORKSERVER_H
#define NETWORKSERVER_H
#include "networksystem/inetworksystem.h"
#include "netchannel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CPlayer;
//-----------------------------------------------------------------------------
// Server class
//-----------------------------------------------------------------------------
class CNetworkServer : public IConnectionlessPacketHandler, public INetworkMessageHandler, public ILookupChannel { public: CNetworkServer( ); virtual ~CNetworkServer();
bool Init( int nServerPort ); void Shutdown();
// IConnectionlessPacketHandler
virtual bool ProcessConnectionlessPacket( CNetPacket *packet ); // process a connectionless packet
// INetworkMessageHandler
virtual void OnConnectionClosing( INetChannel *channel, char const *reason ); virtual void OnConnectionStarted( INetChannel *channel );
virtual void OnPacketStarted( int inseq, int outseq ); virtual void OnPacketFinished();
// ILookupChannel
virtual CNetChannel *FindNetChannel( const netadr_t& from ) ;
void ReadPackets(); void SendUpdates(); void AcceptConnection( const netadr_t& remote );
CPlayer *FindPlayerByAddress( const netadr_t& adr ); CPlayer *FindPlayerByNetChannel( INetChannel *chan );
CUDPSocket *m_pSocket;
CUtlVector< CPlayer * > m_Players; };
//-----------------------------------------------------------------------------
// Represents a connected player to the server
//-----------------------------------------------------------------------------
class CPlayer { public: CPlayer( CNetworkServer *server, netadr_t& remote );
void SendUpdate();
const netadr_t &GetRemoteAddress() { return m_NetChan.GetRemoteAddress(); }
char const *GetName() { return "Foozle"; }
void Shutdown();
CNetChannel m_NetChan; bool m_bMarkedForDeletion; };
#endif // NETWORKSERVER_H
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