Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of the networking code in the game
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef NETWORKMANAGER_H
#define NETWORKMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "gamemanager.h"
#include "networksystem/inetworksystem.h"
#include "inetworkmessagelistener.h"
//-----------------------------------------------------------------------------
// Default ports
//-----------------------------------------------------------------------------
enum
{
LEGION_DEFAULT_SERVER_PORT = 0xFFFF,
LEGION_DEFAULT_CLIENT_PORT = 0xFFFF,
};
//-----------------------------------------------------------------------------
// Interface used to create network messages
//-----------------------------------------------------------------------------
abstract_class INetworkMessageFactory
{
public:
// Creates the menu
virtual INetworkMessage *CreateNetworkMessage( ) = 0;
// Used to build a list during construction
virtual INetworkMessageFactory *GetNextFactory( ) = 0;
protected:
virtual ~INetworkMessageFactory() {}
};
//-----------------------------------------------------------------------------
// Network management system
//-----------------------------------------------------------------------------
class CNetworkManager : public CGameManager<>
{
public:
// Inherited from IGameManager
virtual bool Init();
virtual void Update( );
virtual void Shutdown();
// Are we a client?/Are we a server? (we can be both)
bool IsClient();
bool IsServer();
// If we are a client, are we connected to the server?
bool IsClientConnected();
// Start a server up
bool StartServer( unsigned short nServerListenPort = LEGION_DEFAULT_SERVER_PORT );
void ShutdownServer( );
// Start a client up
bool StartClient( unsigned short nClientListenPort = LEGION_DEFAULT_CLIENT_PORT );
void ShutdownClient( );
// Connects the client to a server
bool ConnectClientToServer( const char *pServerName, unsigned short nServerListenPort = LEGION_DEFAULT_SERVER_PORT );
void DisconnectClientFromServer();
// Add, remove network message listeners
void AddListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *pListener );
void RemoveListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *hListener );
// Post a network message to the server
void PostClientToServerMessage( INetworkMessage *pMessage );
// Broadcast a network message to all clients
void BroadcastServerToClientMessage( INetworkMessage *pMessage );
// Start up a game where the local player is playing
bool HostGame();
void StopHostingGame();
// Call to register methods which can construct menus w/ particular ids
// NOTE: This method is not expected to be called directly. Use the REGISTER_NETWORK_MESSAGE macro instead
// It returns the previous head of the list of factories
static INetworkMessageFactory* RegisterNetworkMessage( INetworkMessageFactory *pMenuFactory );
private:
// Process messages received by the client
void ProcessClientMessages();
// Process messages received by the server
void ProcessServerMessages();
// Notifies listeners about a network message
void NotifyListeners( NetworkMessageRoute_t route, INetworkMessage *pMessage );
bool m_bIsClient;
bool m_bIsServer;
INetChannel *m_pClientToServerConnection;
CUtlVector< INetChannel* > m_ServerToClientConnection;
CUtlVector< CUtlVector< CUtlVector < INetworkMessageListener* > > > m_Listeners[ NETWORK_MESSAGE_ROUTE_COUNT ];
static INetworkMessageFactory* m_pFirstFactory;
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern CNetworkManager *g_pNetworkManager;
//-----------------------------------------------------------------------------
// Macro used to register menus with the menu system
// For example, add the line REGISTER_NETWORK_MESSAGE( CNetworkMessageChat );
// into the file defining the chat message
//-----------------------------------------------------------------------------
template < class T >
class CNetworkMessageFactory : public INetworkMessageFactory
{
public:
CNetworkMessageFactory( )
{
m_pNextFactory = CNetworkManager::RegisterNetworkMessage( this );
}
// Creates the network message
virtual INetworkMessage *CreateNetworkMessage( )
{
return new T;
}
// Used to build a list during construction
virtual INetworkMessageFactory *GetNextFactory( )
{
return m_pNextFactory;
}
private:
INetworkMessage *m_pMessage;
INetworkMessageFactory *m_pNextFactory;
};
#define REGISTER_NETWORK_MESSAGE( _className ) \
static CNetworkMessageFactory< _className > __s_Factory ## _className
#endif // NETWORKMANAGER_H