📄 netshakehand.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 _NETSHAKEHAND_H_
#define _NETSHAKEHAND_H_
#ifndef _NETWORKBASE_H_
#include "server/net/networkBase.h"
#endif
//namespace CS
//{
class NetManager;
class CS::CAuthSocket;
/// @see NetConnection, GameConnection, NetObject, NetEvent
class NetShakeHand : public INetworkBase
{
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...
enum PacketTypes
{
MasterServerGameTypesRequest = 2,
MasterServerGameTypesResponse = 4,
MasterServerListRequest = 6,
MasterServerListResponse = 8,
GameMasterInfoRequest = 10,
GameMasterInfoResponse = 12,
GamePingRequest = 14,
GamePingResponse = 16,
GameInfoRequest = 18,
GameInfoResponse = 20,
GameHeartbeat = 22,
ConnectChallengeRequest = 26,
ConnectChallengeReject = 28,
ConnectChallengeResponse = 30,
ConnectRequest = 32,
ConnectReject = 34,
ConnectAccept = 36,
Disconnect = 38,
};
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 SvrSendConnectAccept (/*NetConnection *conn*/);
void CltHandleConnectAccept (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);
/// @}
CS::CAuthSocket *m_pAuthSocket;
public:
NetShakeHand(CS::CAuthSocket* pSocket);
virtual void ProcessRecvPackets();
/// Dispatch function for processing all network packets through this NetShakeHand.
virtual void processPacketReceiveEvent(PacketReceiveEvent *event){}
/// Handles all packets that don't fall into the category of connection handshake or game data.
virtual void HandleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
/// Begins the connection handshaking process for a connection.
virtual void CltStartConnection(/*NetConnection *conn*/);
/// 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,*/ const char *reason);
};
//};//namespace RPGServer
#endif
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