154 lines
4.5 KiB
C++
154 lines
4.5 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef NETMESSAGE_H
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#define NETMESSAGE_H
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#include "Serialization.h"
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// We need the enum from NetMessages.h, but we can't create any classes in
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// NetMessages.h, since they in turn require CNetMessage to be defined
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#define ALLNETMSGS_DONT_CREATE_NMTS
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#include "NetMessages.h"
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#undef ALLNETMSGS_DONT_CREATE_NMTS
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/**
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* The base class for all network messages exchanged within the game.
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*/
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class CNetMessage : public ISerializable
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{
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friend class CNetSession;
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public:
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CNetMessage();
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CNetMessage(NetMessageType type);
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virtual ~CNetMessage();
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/**
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* Retrieves the message type.
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* @return Message type
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*/
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NetMessageType GetType() const { return m_Type; }
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/**
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* Serialize the message into the specified buffer parameter. The size
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* required by the buffer parameter can be found by a call to
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* GetSerializedLength method. The information contained within the message
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* must be serialized before the message is sent. By default only the
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* message type and its size are serialized in the buffer parameter.
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*
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* @param pBuffer Buffer where to serialize the message
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* @return The position in the buffer right after the
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* serialized message
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*/
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virtual u8* Serialize(u8* pBuffer) const;
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/**
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* Deserializes the message from the specified buffer.
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*
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* @param pStart Message start within the serialized buffer
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* @param pEnd Message end within the serialized buffer
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* @return The position in the buffer right after the
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* message or NULL if an error occured
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*/
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virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
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/**
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* Retrieves the size in bytes of the serialized message. Before calling
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* Serialize, the memory size for the buffer where to serialize the message
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* object can be found by calling this method.
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*
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* @return The size of serialized message
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*/
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virtual size_t GetSerializedLength() const;
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/**
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* Returns a string representation for the message
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*
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* @return The message as a string
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*/
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virtual CStr ToString() const;
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private:
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NetMessageType m_Type; // Message type
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};
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/**
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* Creates messages from data received through the network.
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*/
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class CNetMessageFactory
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{
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public:
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/**
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* Factory method which creates a message object based on the given data
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*
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* @param pData Data buffer
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* @param dataSize Size of data buffer
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* @param scriptInterface Script instance to use when constructing scripted messages
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* @return The new message created
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*/
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static CNetMessage* CreateMessage(const void* pData, size_t dataSize, ScriptInterface& scriptInterface);
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};
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/**
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* Special message type for simulation commands.
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* These commands are exposed as arbitrary JS objects, associated with a specific player.
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*/
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class CSimulationMessage : public CNetMessage
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{
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public:
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CSimulationMessage(ScriptInterface& scriptInterface);
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CSimulationMessage(ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, jsval data);
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virtual u8* Serialize(u8* pBuffer) const;
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virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
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virtual size_t GetSerializedLength() const;
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virtual CStr ToString() const;
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u32 m_Client;
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i32 m_Player;
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u32 m_Turn;
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CScriptValRooted m_Data;
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private:
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ScriptInterface* m_ScriptInterface;
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};
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/**
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* Special message type for updated to game startup settings.
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*/
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class CGameSetupMessage : public CNetMessage
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{
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NONCOPYABLE(CGameSetupMessage);
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public:
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CGameSetupMessage(ScriptInterface& scriptInterface);
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CGameSetupMessage(ScriptInterface& scriptInterface, jsval data);
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virtual u8* Serialize(u8* pBuffer) const;
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virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
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virtual size_t GetSerializedLength() const;
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virtual CStr ToString() const;
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CScriptValRooted m_Data;
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private:
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ScriptInterface& m_ScriptInterface;
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};
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// This time, the classes are created
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#include "NetMessages.h"
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#endif // NETMESSAGE_H
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