Files
FlaxEngine/Source/Engine/Networking/INetworkDriver.h
Damian Korczowski 15b14349f9 Fix linux build
2021-07-01 22:58:45 +02:00

111 lines
4.2 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Scripting/ScriptingType.h"
#include "Types.h"
/// <summary>
/// Basic interface for the low-level network transport/driver.
/// </summary>
API_INTERFACE(Namespace="FlaxEngine.Networking") class FLAXENGINE_API INetworkDriver
{
DECLARE_SCRIPTING_TYPE_MINIMAL(INetworkDriver);
public:
/// <summary>
/// Finalizes an instance of the <see cref="INetworkDriver"/> class.
/// </summary>
virtual ~INetworkDriver() = default;
public:
/// <summary>
/// Initializes the instance of this network driver using given configuration.
/// </summary>
/// <param name="host">The peer that this driver has been assigned to.</param>
/// <param name="config">The network config to use to configure this driver.</param>
virtual void Initialize(NetworkPeer* host, const NetworkConfig& config) = 0;
/// <summary>
/// Disposes this driver making it no longer usable.
/// Reserved for resource deallocation etc.
/// </summary>
virtual void Dispose() = 0;
/// <summary>
/// Starts listening for incoming connections.
/// Once this is called, this driver becomes a server.
/// </summary>
/// <returns>True when succeeded.</returns>
virtual bool Listen() = 0;
/// <summary>
/// Starts connection handshake with the end point specified in the <seealso cref="NetworkConfig"/> structure.
/// Once this is called, this driver becomes a client.
/// </summary>
/// <returns>True when succeeded.</returns>
virtual bool Connect() = 0;
/// <summary>
/// Disconnects from the server.
/// </summary>
/// <remarks>Can be used only by the client!</remarks>
virtual void Disconnect() = 0;
/// <summary>
/// Disconnects given connection from the server.
/// </summary>
/// <remarks>Can be used only by the server!</remarks>
virtual void Disconnect(const NetworkConnection& connection) = 0;
/// <summary>
/// Tries to pop an network event from the queue.
/// </summary>
/// <param name="eventPtr">The pointer to event structure.</param>
/// <returns>True when succeeded and the event can be processed.</returns>
virtual bool PopEvent(NetworkEvent* eventPtr) = 0;
/// <summary>
/// Sends given message over specified channel to the server.
/// </summary>
/// <param name="channelType">The channel to send the message over.</param>
/// <param name="message">The message.</param>
/// <remarks>Can be used only by the client!</remarks>
/// <remarks>
/// Do not recycle the message after calling this.
/// This function automatically recycles the message.
virtual void SendMessage(NetworkChannelType channelType, const NetworkMessage& message) = 0;
/// <summary>
/// Sends given message over specified channel to the given client connection (target).
/// </summary>
/// <param name="channelType">The channel to send the message over.</param>
/// <param name="message">The message.</param>
/// <param name="target">The client connection to send the message to.</param>
/// <remarks>Can be used only by the server!</remarks>
/// <remarks>
/// Do not recycle the message after calling this.
/// This function automatically recycles the message.
/// </remarks>
virtual void SendMessage(NetworkChannelType channelType, const NetworkMessage& message, NetworkConnection target) = 0;
/// <summary>
/// Sends given message over specified channel to the given client connection (target).
/// </summary>
/// <param name="channelType">The channel to send the message over.</param>
/// <param name="message">The message.</param>
/// <param name="targets">The connections list to send the message to.</param>
/// <remarks>Can be used only by the server!</remarks>
/// <remarks>
/// Do not recycle the message after calling this.
/// This function automatically recycles the message.
/// </remarks>
virtual void SendMessage(NetworkChannelType channelType, const NetworkMessage& message, const Array<NetworkConnection, HeapAllocation>& targets) = 0;
// TODO: Stats API
// TODO: Simulation API
};