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134
Minecraft.World/Socket.h
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134
Minecraft.World/Socket.h
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#pragma once
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#include <xrnm.h>
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#include <queue>
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#include <qnet.h>
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#include "InputStream.h"
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#include "OutputStream.h"
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#define SOCKET_CLIENT_END 0
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#define SOCKET_SERVER_END 1
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class SocketAddress;
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class ServerConnection;
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class Socket
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{
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public:
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// 4J Added so we can add a priority write function
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class SocketOutputStream : public OutputStream
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{
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public:
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// The flags are those that can be used for the QNet SendData function
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virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags) { write(b, offset, length); }
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};
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private:
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class SocketInputStreamLocal : public InputStream
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{
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public:
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bool m_streamOpen;
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private:
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int m_queueIdx;
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public:
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SocketInputStreamLocal(int queueIdx);
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virtual int read();
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virtual int read(byteArray b);
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virtual int read(byteArray b, unsigned int offset, unsigned int length);
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virtual void close();
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virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented
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virtual void flush() {}
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};
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class SocketOutputStreamLocal : public SocketOutputStream
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{
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public:
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bool m_streamOpen;
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private:
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int m_queueIdx;
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public:
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SocketOutputStreamLocal(int queueIdx);
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virtual void write(unsigned int b);
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virtual void write(byteArray b);
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virtual void write(byteArray b, unsigned int offset, unsigned int length);
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virtual void close();
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virtual void flush() {}
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};
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class SocketInputStreamNetwork : public InputStream
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{
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bool m_streamOpen;
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int m_queueIdx;
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Socket *m_socket;
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public:
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SocketInputStreamNetwork(Socket *socket, int queueIdx);
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virtual int read();
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virtual int read(byteArray b);
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virtual int read(byteArray b, unsigned int offset, unsigned int length);
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virtual void close();
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virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented
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virtual void flush() {}
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};
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class SocketOutputStreamNetwork : public SocketOutputStream
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{
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bool m_streamOpen;
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int m_queueIdx;
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Socket *m_socket;
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public:
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SocketOutputStreamNetwork(Socket *socket, int queueIdx);
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virtual void write(unsigned int b);
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virtual void write(byteArray b);
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virtual void write(byteArray b, unsigned int offset, unsigned int length);
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virtual void writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags);
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virtual void close();
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virtual void flush() {}
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};
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bool m_hostServerConnection; // true if this is the connection between the host player and server
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bool m_hostLocal; // true if this player on the same machine as the host
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int m_end; // 0 for client side or 1 for host side
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// For local connections between the host player and the server
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static CRITICAL_SECTION s_hostQueueLock[2];
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static std::queue<byte> s_hostQueue[2];
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static SocketOutputStreamLocal *s_hostOutStream[2];
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static SocketInputStreamLocal *s_hostInStream[2];
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// For network connections
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std::queue<byte> m_queueNetwork[2]; // For input data
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CRITICAL_SECTION m_queueLockNetwork[2]; // For input data
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SocketInputStreamNetwork *m_inputStream[2];
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SocketOutputStreamNetwork *m_outputStream[2];
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bool m_endClosed[2];
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// Host only connection class
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static ServerConnection *s_serverConnection;
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BYTE networkPlayerSmallId;
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public:
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C4JThread::Event* m_socketClosedEvent;
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INetworkPlayer *getPlayer();
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void setPlayer(INetworkPlayer *player);
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public:
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static void Initialise(ServerConnection *serverConnection);
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Socket(bool response = false); // 4J - Create a local socket, for end 0 or 1 of a connection
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Socket(INetworkPlayer *player, bool response = false, bool hostLocal = false); // 4J - Create a socket for an INetworkPlayer
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SocketAddress *getRemoteSocketAddress();
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void pushDataToQueue(const BYTE * pbData, DWORD dwDataSize, bool fromHost = true);
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static void addIncomingSocket(Socket *socket);
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InputStream *getInputStream(bool isServerConnection);
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void setSoTimeout(int a );
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void setTrafficClass( int a );
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SocketOutputStream *getOutputStream(bool isServerConnection);
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bool close(bool isServerConnection);
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bool createdOk;
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bool isLocal() { return m_hostLocal; }
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bool isClosing() { return m_endClosed[SOCKET_CLIENT_END] || m_endClosed[SOCKET_SERVER_END]; }
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BYTE getSmallId() { return networkPlayerSmallId; }
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};
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