Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SERVICE_CONN_MGR_H
#define SERVICE_CONN_MGR_H
#ifdef _WIN32
#pragma once
#endif
#include "utllinkedlist.h"
#include "utlvector.h"
#include "tcpsocket.h"
#include "ThreadedTCPSocketEmu.h"
class CServiceConn
{
public:
CServiceConn();
~CServiceConn();
int m_ID;
ITCPSocket *m_pSocket;
DWORD m_LastRecvTime;
};
// ------------------------------------------------------------------------------------------ //
// CServiceConnMgr. This class manages connections to all the UIs (there should only be one UI at
// any given time, but it's conceivable that multiple people can be logged into NT servers
// simultaneously).
// ------------------------------------------------------------------------------------------ //
class CServiceConnMgr
{
public:
CServiceConnMgr();
~CServiceConnMgr();
bool InitServer(); // Registers as a systemwide server.
bool InitClient(); // Connects to the server.
void Term();
// Returns true if there are any connections. If you used InitClient() and there are
// no connections, it will continuously try to connect with a server.
bool IsConnected();
// This should be called as often as possible. It checks for dead connections and it
// handles incoming packets from UIs.
void Update();
// This sends out a message. If id is -1, then it sends to all connections.
void SendPacket( int id, const void *pData, int len );
// Overridables.
public:
virtual void OnNewConnection( int id );
virtual void OnTerminateConnection( int id );
virtual void HandlePacket( const char *pData, int len );
private:
void AttemptConnect();
private:
CUtlLinkedList<CServiceConn*, int> m_Connections;
bool m_bShuttingDown;
// This tells if we're running as a client or server.
bool m_bServer;
// If we're a client, this is the last time we tried to connect.
DWORD m_LastConnectAttemptTime;
// If we're the server, this is the socket we listen on.
ITCPListenSocket *m_pListenSocket;
};
#endif // SERVICE_CONN_MGR_H