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📄 netshakehand.h

📁 五行MMORPG引擎系统V1.0
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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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