/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanNetwork="NetSessions" //! header=network.h #ifndef header_netsession #define header_netsession #ifdef CL_API_DLL #ifdef CL_NETWORK_EXPORT #define CL_API_NETWORK __declspec(dllexport) #else #define CL_API_NETWORK __declspec(dllimport) #endif #else #define CL_API_NETWORK #endif #if _MSC_VER > 1000 #pragma once #endif #include "../../signals.h" #include class CL_NetStream; class CL_NetPacket; class CL_NetComputer; class CL_NetSession_Generic; class CL_IPAddress; class CL_NetGroup; //: Net session class. //- !group=Network/NetSessions! //- !header=network.h! class CL_API_NETWORK CL_NetSession { //! Construction: public: //: Constructs a netsession. //param app_id: Application identifier. This must match any remote //param app_id: netsession connecting to/from this netsession. CL_NetSession(const std::string &app_id); CL_NetSession(const CL_NetSession ©); virtual ~CL_NetSession(); //! Attributes: public: //: Returns a list of all computers connected. CL_NetGroup &get_all(); //! Operations: public: //: Start listening for connections. void start_listen(const std::string &listen_port); //: Stop listening for connections and disconnect everyone. void stop_listen(); //: Connect to remote netsession. CL_NetComputer connect(const CL_IPAddress &address); //: Connect to remote netsession asyncronously. //-

The DNS lookup and connect is done in a worker thread, thus not //- blocking the calling thread. If the connection fails, //- CL_NetSession::sig_disconnected() is emitted.

CL_NetComputer connect_async(const std::string &hostname, const std::string &port); //: Enable or disable debug output. //-

This will output the netchannels each netpacket arrive in.

void show_debug(bool enable = true); //! Signals: public: //: Signal invoked when a computer connects to the netsession server. CL_Signal_v1 &sig_computer_connected(); //: Signal invoked when a computer re-connects to the netsession server. //-

This happens when a CL_NetComputer instance has still not been destroyed //- since its last connect (allows you to recognize players dropping out, so //- they dont loose their score when they reconnect).

CL_Signal_v1 &sig_computer_reconnected(); //: Signal invoked when a computer disconnects from the netsession server. CL_Signal_v1 &sig_computer_disconnected(); //: Signal invoked when someone makes a connection to the specified //: netstream. CL_Signal_v1 &sig_netstream_connect(const std::string &netstream); //: Signal invoked when someone sends a netpacket to the specified packet channel. CL_Signal_v2 &sig_netpacket_receive(const std::string &packet_channel); //! Implementation: public: CL_NetSession(CL_NetSession_Generic *impl); private: CL_NetSession_Generic *impl; friend class CL_NetStream; }; #endif