📄 netgateway.h
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/*///////////////////////////////////////////////////////////////////////////
UDP连接封装管理
处理等待中的连接通知
李亦
2006.6.15
/*///////////////////////////////////////////////////////////////////////////
#ifndef _NETGATEWAY_H_
#define _NETGATEWAY_H_
#ifndef _NETWORKBASE_H_
#include "server/net/networkBase.h"
#endif
namespace CS
{
class NetManager;
class CAuthSocket;
enum EPacketTypes
{
PT_PACKETNULL = 0,
//MasterServerGameTypesRequest = 2,
//MasterServerGameTypesResponse = 4,
//MasterServerListRequest = 6,
//MasterServerListResponse = 8,
//GameMasterInfoRequest = 10,
//GameMasterInfoResponse = 12,
//GamePingRequest = 14,
//GamePingResponse = 16,
//GameInfoRequest = 18,
//GameInfoResponse = 20,
//_GameHeartbeat = 22,
PT_CHALLENGE_REQUEST = 26,
PT_CHALLENGE_REJECT = 28,
PT_CHALLENGE_RESPONSE = 30,
PT_CONNECT_REQUEST = 32,
PT_CONNECT_RESPONSE = 34,
PT_DISCONNECT = 36,
//PT_CONNECT_ACCEPT = 36,
//PT_CONNECT_REJECT = 38,
PT_GAMECOMMAND = 253,
PT_GAMENORMAL = 255,
};
/// @see NetConnection, GameConnection, NetObject, NetEvent
class NetGateway : public INetworkBase
{
friend class CS::CAuthSocket;
typedef INetworkBase Parent;
/// 在每一数据包的头一字节,记录着PacketType信息
/// 如果LSB为普通数据包时,头1字节设为奇数
/// 否则认为是OOB包,如掌握过程处理、连接初始化、服务器查询...
protected:
enum NetShakeHandConstants
{
ChallengeRetryCount = 4, ///< Number of times to send connect challenge requests before giving up.
ChallengeRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect challenge.
ConnectRetryCount = 4, ///< Number of times to send connect requests before giving up.
ConnectRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect request.
};
/// @name Connection management
/// Most of these are pretty self-explanatory.
/// @{
void CltSendChallengeRequest (/*NetConnection *conn*/);
void SvrHandleChallengeRequest (const NetAddress *addr, BitStream *stream);
void CltHandleChallengeResponse(const NetAddress *address, BitStream *stream);
void CltSendConnectRequest (/*NetConnection *conn*/);
void SvrHandleConnectRequest (const NetAddress *address, BitStream *stream);
void SvrSendConnectResponse (BOOL bAccept,CSTR szReason=NULL);
void CltHandleConnectResponse(const NetAddress *address, BitStream *stream);
//void SvrSendConnectReject (/*NetConnection *conn,*/ const char *reason);
//void CltHandleConnectReject (const NetAddress *address, BitStream *stream);
void CltHandleDisconnect (const NetAddress *address, BitStream *stream);
/// @}
//BOOL m_bAllowConnects;
CAuthSocket *m_pSocketMain;
//CAuthSocket *m_pSocketNew;
public:
NetGateway();
BOOL ClientBlockSequene();
BOOL ServerBlockSequene(/*CAuthSocket* pSocket*/);
//bool IsAllowConnections() { return mAllowConnections; }
//void SetAllowsConnections(BOOL bSet) { m_bAllowConnects = bSet; }
virtual BOOL ProcessRecvPackets(BitStream *stream,U8 uPacketType);
/// Dispatch function for processing all network packets through this NetGateway.
virtual void processPacketReceiveEvent(PacketReceiveEvent *event){}
/// Handles all packets that don't fall into the category of connection handshake or game data.
virtual BOOL HandleInfoPacket(const NetAddress *address, U8 uPacketType, BitStream *stream);
virtual void CltStartConnection();
virtual void SvrAcceptConnection(/*CAuthSocket *pSocketNew*/);
virtual void SvrListenConnection(CAuthSocket *pSocketMain);
/// Checks for timeouts on all valid and pending connections.
virtual void CheckTimeouts();
/// Send a disconnect packet on a connection, along with a reason.
void SvrSendDisconnectPacket(/*NetConnection *conn,*/ CSTR szReason);
};
};//namespace RPGServer
#endif
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