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Bugfix for multiplayer binary and data checksum checking.
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114
source/shared_lib/include/platform/win32/socket.h
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114
source/shared_lib/include/platform/win32/socket.h
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_PLATFORM_SOCKET_H_
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#define _SHARED_PLATFORM_SOCKET_H_
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#include <string>
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#include <winsock.h>
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#include <map>
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using std::string;
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const char* WSAGetLastErrorMessage(const char* pcMessagePrefix,int nErrorID = 0);
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namespace Shared{ namespace Platform{
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// =====================================================
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// class IP
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// =====================================================
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class Ip{
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private:
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unsigned char bytes[4];
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public:
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Ip();
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Ip(unsigned char byte0, unsigned char byte1, unsigned char byte2, unsigned char byte3);
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Ip(const string& ipString);
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unsigned char getByte(int byteIndex) {return bytes[byteIndex];}
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string getString() const;
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};
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// =====================================================
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// class Socket
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// =====================================================
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class Socket{
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private:
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class SocketManager{
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public:
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SocketManager();
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~SocketManager();
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};
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protected:
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static SocketManager socketManager;
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SOCKET sock;
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public:
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Socket(SOCKET sock);
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Socket();
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~Socket();
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static bool enableDebugText;
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static bool enableNetworkDebugInfo;
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// Int lookup is socket fd while bool result is whether or not that socket was signalled for reading
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static bool hasDataToRead(std::map<int,bool> &socketTriggeredList);
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static bool hasDataToRead(int socket);
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bool hasDataToRead();
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void disconnectSocket();
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int getSocketId() const { return sock; }
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int getDataToRead();
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int send(const void *data, int dataSize);
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int receive(void *data, int dataSize);
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int peek(void *data, int dataSize);
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void setBlock(bool block);
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bool isReadable();
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bool isWritable(bool waitOnDelayedResponse);
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bool isConnected();
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string getHostName() const;
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string getIp() const;
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protected:
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static void throwException(const string &str);
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};
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// =====================================================
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// class ClientSocket
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// =====================================================
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class ClientSocket: public Socket{
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public:
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void connect(const Ip &ip, int port);
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};
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// =====================================================
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// class ServerSocket
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// =====================================================
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class ServerSocket: public Socket{
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public:
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void bind(int port);
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void listen(int connectionQueueSize= SOMAXCONN);
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Socket *accept();
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};
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}}//end namespace
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#endif
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