Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( INETMSGHANDLER_H )
#define INETMSGHANDLER_H
#ifdef _WIN32
#pragma once
#endif
class INetChannel;
typedef struct netpacket_s netpacket_t;
class INetChannelHandler
{
public:
virtual ~INetChannelHandler( void ) {};
virtual void ConnectionStart(INetChannel *chan) = 0; // called first time network channel is established
virtual void ConnectionClosing(const char *reason) = 0; // network channel is being closed by remote site
virtual void ConnectionCrashed(const char *reason) = 0; // network error occured
virtual void PacketStart(int incoming_sequence, int outgoing_acknowledged) = 0; // called each time a new packet arrived
virtual void PacketEnd( void ) = 0; // all messages has been parsed
virtual void FileRequested(const char *fileName, unsigned int transferID ) = 0; // other side request a file for download
virtual void FileReceived(const char *fileName, unsigned int transferID ) = 0; // we received a file
virtual void FileDenied(const char *fileName, unsigned int transferID ) = 0; // a file request was denied by other side
virtual void FileSent(const char *fileName, unsigned int transferID ) = 0; // we sent a file
};
#define PROCESS_NET_MESSAGE( name ) \
virtual bool Process##name( NET_##name *msg )
#define PROCESS_SVC_MESSAGE( name ) \
virtual bool Process##name( SVC_##name *msg )
#define PROCESS_CLC_MESSAGE( name ) \
virtual bool Process##name( CLC_##name *msg )
#define PROCESS_MM_MESSAGE( name ) \
virtual bool Process##name( MM_##name *msg )
#define REGISTER_NET_MSG( name ) \
NET_##name * p##name = new NET_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
#define REGISTER_SVC_MSG( name ) \
SVC_##name * p##name = new SVC_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
#define REGISTER_CLC_MSG( name ) \
CLC_##name * p##name = new CLC_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
#define REGISTER_MM_MSG( name ) \
MM_##name * p##name = new MM_##name(); \
p##name->m_pMessageHandler = this; \
chan->RegisterMessage( p##name ); \
class NET_Tick;
class NET_StringCmd;
class NET_SetConVar;
class NET_SignonState;
class INetMessageHandler
{
public:
virtual ~INetMessageHandler( void ) {};
PROCESS_NET_MESSAGE( Tick ) = 0;
PROCESS_NET_MESSAGE( StringCmd ) = 0;
PROCESS_NET_MESSAGE( SetConVar ) = 0;
PROCESS_NET_MESSAGE( SignonState ) = 0;
};
class CLC_ClientInfo;
class CLC_Move;
class CLC_VoiceData;
class CLC_BaselineAck;
class CLC_ListenEvents;
class CLC_RespondCvarValue;
class CLC_FileCRCCheck;
class CLC_FileMD5Check;
class CLC_SaveReplay;
class CLC_CmdKeyValues;
class IClientMessageHandler : public INetMessageHandler
{
public:
virtual ~IClientMessageHandler( void ) {};
PROCESS_CLC_MESSAGE( ClientInfo ) = 0;
PROCESS_CLC_MESSAGE( Move ) = 0;
PROCESS_CLC_MESSAGE( VoiceData ) = 0;
PROCESS_CLC_MESSAGE( BaselineAck ) = 0;
PROCESS_CLC_MESSAGE( ListenEvents ) = 0;
PROCESS_CLC_MESSAGE( RespondCvarValue ) = 0;
PROCESS_CLC_MESSAGE( FileCRCCheck ) = 0;
PROCESS_CLC_MESSAGE( FileMD5Check ) = 0;
#if defined( REPLAY_ENABLED )
PROCESS_CLC_MESSAGE( SaveReplay ) = 0;
#endif
PROCESS_CLC_MESSAGE( CmdKeyValues ) = 0;
};
class SVC_Print;
class SVC_ServerInfo;
class SVC_SendTable;
class SVC_ClassInfo;
class SVC_SetPause;
class SVC_CreateStringTable;
class SVC_UpdateStringTable;
class SVC_VoiceInit;
class SVC_VoiceData;
class SVC_Sounds;
class SVC_SetView;
class SVC_FixAngle;
class SVC_CrosshairAngle;
class SVC_BSPDecal;
class SVC_GameEvent;
class SVC_UserMessage;
class SVC_EntityMessage;
class SVC_PacketEntities;
class SVC_TempEntities;
class SVC_Prefetch;
class SVC_Menu;
class SVC_GameEventList;
class SVC_GetCvarValue;
class SVC_CmdKeyValues;
class SVC_SetPauseTimed;
class IServerMessageHandler : public INetMessageHandler
{
public:
virtual ~IServerMessageHandler( void ) {};
// Returns dem file protocol version, or, if not playing a demo, just returns PROTOCOL_VERSION
virtual int GetDemoProtocolVersion() const = 0;
PROCESS_SVC_MESSAGE( Print ) = 0;
PROCESS_SVC_MESSAGE( ServerInfo ) = 0;
PROCESS_SVC_MESSAGE( SendTable ) = 0;
PROCESS_SVC_MESSAGE( ClassInfo ) = 0;
PROCESS_SVC_MESSAGE( SetPause ) = 0;
PROCESS_SVC_MESSAGE( CreateStringTable ) = 0;
PROCESS_SVC_MESSAGE( UpdateStringTable ) = 0;
PROCESS_SVC_MESSAGE( VoiceInit ) = 0;
PROCESS_SVC_MESSAGE( VoiceData ) = 0;
PROCESS_SVC_MESSAGE( Sounds ) = 0;
PROCESS_SVC_MESSAGE( SetView ) = 0;
PROCESS_SVC_MESSAGE( FixAngle ) = 0;
PROCESS_SVC_MESSAGE( CrosshairAngle ) = 0;
PROCESS_SVC_MESSAGE( BSPDecal ) = 0;
PROCESS_SVC_MESSAGE( GameEvent ) = 0;
PROCESS_SVC_MESSAGE( UserMessage ) = 0;
PROCESS_SVC_MESSAGE( EntityMessage ) = 0;
PROCESS_SVC_MESSAGE( PacketEntities ) = 0;
PROCESS_SVC_MESSAGE( TempEntities ) = 0;
PROCESS_SVC_MESSAGE( Prefetch ) = 0;
PROCESS_SVC_MESSAGE( Menu ) = 0;
PROCESS_SVC_MESSAGE( GameEventList ) = 0;
PROCESS_SVC_MESSAGE( GetCvarValue ) = 0;
PROCESS_SVC_MESSAGE( CmdKeyValues ) = 0;
PROCESS_SVC_MESSAGE( SetPauseTimed ) = 0;
};
class MM_Heartbeat;
class MM_ClientInfo;
class MM_JoinResponse;
class MM_RegisterResponse;
class MM_Migrate;
class MM_Mutelist;
class MM_Checkpoint;
class IMatchmakingMessageHandler : public INetMessageHandler
{
public:
virtual ~IMatchmakingMessageHandler( void ) {};
PROCESS_MM_MESSAGE( Heartbeat ) = 0;
PROCESS_MM_MESSAGE( ClientInfo ) = 0;
PROCESS_MM_MESSAGE( JoinResponse ) = 0;
PROCESS_MM_MESSAGE( RegisterResponse ) = 0;
PROCESS_MM_MESSAGE( Migrate ) = 0;
PROCESS_MM_MESSAGE( Mutelist ) = 0;
PROCESS_MM_MESSAGE( Checkpoint) = 0;
};
class IConnectionlessPacketHandler
{
public:
virtual ~IConnectionlessPacketHandler( void ) {};
virtual bool ProcessConnectionlessPacket( netpacket_t *packet ) = 0; // process a connectionless packet
};
#endif // INETMSGHANDLER_H