#pragma once #include #include #include #include "InputStream.h" #include "OutputStream.h" #define SOCKET_CLIENT_END 0 #define SOCKET_SERVER_END 1 class SocketAddress; class ServerConnection; class Socket { public: // 4J Added so we can add a priority write function class SocketOutputStream : public OutputStream { public: // The flags are those that can be used for the QNet SendData function virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags) { write(b, offset, length); } }; private: class SocketInputStreamLocal : public InputStream { public: bool m_streamOpen; private: int m_queueIdx; public: SocketInputStreamLocal(int queueIdx); virtual int read(); virtual int read(byteArray b); virtual int read(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented virtual void flush() {} }; class SocketOutputStreamLocal : public SocketOutputStream { public: bool m_streamOpen; private: int m_queueIdx; public: SocketOutputStreamLocal(int queueIdx); virtual void write(unsigned int b); virtual void write(byteArray b); virtual void write(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual void flush() {} }; class SocketInputStreamNetwork : public InputStream { bool m_streamOpen; int m_queueIdx; Socket *m_socket; public: SocketInputStreamNetwork(Socket *socket, int queueIdx); virtual int read(); virtual int read(byteArray b); virtual int read(byteArray b, unsigned int offset, unsigned int length); virtual void close(); virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented virtual void flush() {} }; class SocketOutputStreamNetwork : public SocketOutputStream { bool m_streamOpen; int m_queueIdx; Socket *m_socket; public: SocketOutputStreamNetwork(Socket *socket, int queueIdx); virtual void write(unsigned int b); virtual void write(byteArray b); virtual void write(byteArray b, unsigned int offset, unsigned int length); virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags); virtual void close(); virtual void flush() {} }; bool m_hostServerConnection; // true if this is the connection between the host player and server bool m_hostLocal; // true if this player on the same machine as the host int m_end; // 0 for client side or 1 for host side // For local connections between the host player and the server static CRITICAL_SECTION s_hostQueueLock[2]; static std::queue s_hostQueue[2]; static SocketOutputStreamLocal *s_hostOutStream[2]; static SocketInputStreamLocal *s_hostInStream[2]; // For network connections std::queue m_queueNetwork[2]; // For input data CRITICAL_SECTION m_queueLockNetwork[2]; // For input data SocketInputStreamNetwork *m_inputStream[2]; SocketOutputStreamNetwork *m_outputStream[2]; bool m_endClosed[2]; // Host only connection class static ServerConnection *s_serverConnection; BYTE networkPlayerSmallId; public: C4JThread::Event* m_socketClosedEvent; INetworkPlayer *getPlayer(); void setPlayer(INetworkPlayer *player); public: static void Initialise(ServerConnection *serverConnection); Socket(bool response = false); // 4J - Create a local socket, for end 0 or 1 of a connection Socket(INetworkPlayer *player, bool response = false, bool hostLocal = false); // 4J - Create a socket for an INetworkPlayer SocketAddress *getRemoteSocketAddress(); void pushDataToQueue(const BYTE * pbData, DWORD dwDataSize, bool fromHost = true); static void addIncomingSocket(Socket *socket); InputStream *getInputStream(bool isServerConnection); void setSoTimeout(int a ); void setTrafficClass( int a ); SocketOutputStream *getOutputStream(bool isServerConnection); bool close(bool isServerConnection); bool createdOk; bool isLocal() { return m_hostLocal; } bool isClosing() { return m_endClosed[SOCKET_CLIENT_END] || m_endClosed[SOCKET_SERVER_END]; } BYTE getSmallId() { return networkPlayerSmallId; } };