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104
Torque/SDK/engine/console/telnetConsole.h
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104
Torque/SDK/engine/console/telnetConsole.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _TELNETCONSOLE_H_
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#define _TELNETCONSOLE_H_
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#ifndef _CONSOLE_H_
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#include "console/console.h"
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#endif
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/// Telnet admin console.
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///
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/// Torque supports remote access to its console. This is most useful when
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/// running a dedicated server, as you can remotely administer the game
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/// (for instance, kicking people). In the context of a MMORPG, this sort of
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/// functionality would be useful for managing a server.
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///
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/// There are a number of products for Tribes2 which allow remote administration
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/// via a nice GUI.
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///
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/// @section telnetconsole_use Using the Telnet Console
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///
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/// The TelnetConsole is designed to be used globally, so you don't instantiate
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/// it like a normal class. Instead, you allow it to manage itself:
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///
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/// @code
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/// // How to initialize the TelnetConsole.
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/// TelnetConsole::create();
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///
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/// // How to shut down the TelnetConsole.
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/// TelnetConsole::destroy();
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/// @endcode
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///
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///
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class TelnetConsole
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{
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NetSocket mAcceptSocket;
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S32 mAcceptPort;
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enum {
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PasswordMaxLength = 32 ///< Maximum length of the telnet and listen passwords.
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};
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bool mRemoteEchoEnabled;
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char mTelnetPassword[PasswordMaxLength+1];
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char mListenPassword[PasswordMaxLength+1];
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ConsoleEvent mPostEvent;
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/// State of a TelnetClient.
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enum State
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{
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PasswordTryOne, ///< Allow three password attempts.
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PasswordTryTwo,
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PasswordTryThree,
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DisconnectThisDude, ///< If they've failed all three, disconnect them.
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FullAccessConnected, ///< They presented the telnetPassword, they get full access.
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ReadOnlyConnected ///< They presented the listenPassword, they get read only access.
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};
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/// Represents a connection to the telnet console.
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///
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/// This is also a linked list.
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struct TelnetClient
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{
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NetSocket socket;
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char curLine[Con::MaxLineLength];
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S32 curPos;
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S32 state; ///< State of the client.
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/// @see TelnetConsole::State
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TelnetClient *nextClient;
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};
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TelnetClient *mClientList;
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TelnetConsole();
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~TelnetConsole();
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public:
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static void create(); ///< Initialize the telnet console.
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static void destroy(); ///< Shut down the telnet console.
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void process(); ///< Called by the main loop to let the console process commands
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/// and connections.
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/// Configure the parameter for the telnet console.
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///
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/// @param port Port on which to listen for connections.
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/// @param telnetPassword Password for full access to the console.
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/// @param listenPassword Password for read-only access to the console.
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/// @param remoteEcho Enable/disable echoing input back to the client
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void setTelnetParameters(S32 port, const char *telnetPassword, const char *listenPassword, bool remoteEcho = false);
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/// Callback to handle a line from the console.
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///
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/// @note This is used internally by the class; you
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/// shouldn't need to call it.
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///
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/// @see Con::addConsumer()
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void processConsoleLine(const char *line);
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};
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extern TelnetConsole *TelConsole;
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#endif
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