SleepIsDeath/gameSource/Connection.h

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1.6 KiB
C
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#include "minorGems/network/Socket.h"
#include "minorGems/network/SocketServer.h"
#include "minorGems/util/SimpleVector.h"
typedef struct message {
unsigned char *data;
int length;
int nextToProcessIndex;
int headerBytesProcessed;
unsigned char channel;
unsigned char bitCheckSum;
} message;
class Connection {
public:
// start a server
Connection();
// make a connection to an established server
Connection( char *inAddress );
~Connection();
// get the port that connections use
static int getPort();
char isConnected();
// perform another step of any pending network operations
// returns true if work remains to be done
// returns false if client is done with all pending work
char step();
void sendMessage( unsigned char *inData, int inLength,
unsigned char inChannel=0 );
unsigned char *receiveMessage( int *outLength, unsigned char inChannel=0 );
char isError();
void clearError();
// destroyed internally
char *getErrorString();
protected:
SocketServer *mServer;
Socket *mSock;
SimpleVector<message> mQueuedOutgoing;
SimpleVector<message> mQueuedIncoming;
// in progress, not queued
message mNextOutgoingMessage;
message mNextIncomingMessage;
unsigned char mReceivedHeader[4];
int mNumHeaderBytesReceived;
char mError;
char *mErrorString;
void setError( const char *inErrorTranslationKey );
};