tge/engine/game/net/tcpObject.h
2017-04-17 06:17:10 -06:00

70 lines
1.9 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TCPOBJECT_H_
#define _TCPOBJECT_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
class TCPObject : public SimObject
{
public:
enum State {Disconnected, DNSResolved, Connected, Listening };
private:
NetSocket mTag;
TCPObject *mNext;
enum { TableSize = 256, TableMask = 0xFF };
static TCPObject *table[TableSize];
State mState;
protected:
typedef SimObject Parent;
U8 *mBuffer;
U32 mBufferSize;
U16 mPort;
public:
TCPObject();
virtual ~TCPObject();
void parseLine(U8 *buffer, U32 *start, U32 bufferLen);
void finishLastLine();
static TCPObject *find(NetSocket tag);
// onReceive gets called continuously until all bytes are processed
// return # of bytes processed each time.
virtual U32 onReceive(U8 *buffer, U32 bufferLen); // process a buffer of raw packet data
virtual bool processLine(U8 *line); // process a complete line of text... default action is to call into script
virtual void onDNSResolved();
virtual void onDNSFailed();
virtual void onConnected();
virtual void onConnectFailed();
virtual void onConnectionRequest(const NetAddress *addr, U32 connectId);
virtual void onDisconnect();
void connect(const char *address);
void listen(U16 port);
void disconnect();
State getState() { return mState; }
bool processArguments(S32 argc, const char **argv);
void send(const U8 *buffer, U32 bufferLen);
void addToTable(NetSocket newTag);
void removeFromTable();
void setPort(U16 port) { mPort = port; }
bool onAdd();
DECLARE_CONOBJECT(TCPObject);
};
#endif // _H_TCPOBJECT_