#include <RakNetTransport.h>
Public Member Functions | |
bool | Start (unsigned short port, bool serverMode) |
void | Stop (void) |
Stop the transport provider. You can clear memory and shutdown threads here. | |
void | Send (SystemAddress systemAddress, const char *data,...) |
Packet * | Receive (void) |
void | DeallocatePacket (Packet *packet) |
void | CloseConnection (SystemAddress systemAddress) |
SystemAddress | HasNewIncomingConnection (void) |
SystemAddress | HasLostConnection (void) |
void | SetIncomingPassword (const char *password) |
char * | GetIncomingPassword (void) |
CommandParserInterface * | GetCommandParser (void) |
Returns RakNetTransportCommandParser so the console admin can change the password. |
RakNetTransport automatically initializes security for the system. Use the project CommandConsoleClient to connect To the ConsoleServer if you use RakNetTransport
void RakNetTransport::CloseConnection | ( | SystemAddress | systemAddress | ) | [virtual] |
Disconnect systemAddress . The binary address and port defines the SystemAddress structure.
[in] | systemAddress | The player/address to disconnect |
Implements TransportInterface.
void RakNetTransport::DeallocatePacket | ( | Packet * | packet | ) | [virtual] |
Deallocate the Packet structure returned by Receive
[in] | The | packet to deallocate |
Implements TransportInterface.
char* RakNetTransport::GetIncomingPassword | ( | void | ) |
Returns the password set by SetIncomingPassword().
SystemAddress RakNetTransport::HasLostConnection | ( | void | ) | [virtual] |
If a system loses the connection, you should queue that event and return the systemAddress/address of that player in this function.
Implements TransportInterface.
SystemAddress RakNetTransport::HasNewIncomingConnection | ( | void | ) | [virtual] |
If a new system connects to you, you should queue that event and return the systemAddress/address of that player in this function.
Implements TransportInterface.
Packet* RakNetTransport::Receive | ( | void | ) | [virtual] |
Return a string. The string should be allocated and written to Packet::data . The byte length should be written to Packet::length . The player/address should be written to Packet::systemAddress If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet and thus only return a string in Packet::data
Implements TransportInterface.
void RakNetTransport::Send | ( | SystemAddress | systemAddress, | |
const char * | data, | |||
... | ||||
) | [virtual] |
Send a null-terminated string to systemAddress If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here and parse it out in Receive().
[in] | systemAddress | The player to send the string to |
[in] | data | format specifier - same as RAKNET_DEBUG_PRINTF |
[in] | ... | format specification arguments - same as RAKNET_DEBUG_PRINTF |
Implements TransportInterface.
void RakNetTransport::SetIncomingPassword | ( | const char * | password | ) |
Sets the password which incoming connections must match. While not required, it is highly recommended you set this in a real game environment or anyone can login and control your server. Don't set it to a fixed value, but instead require that the server admin sets it when you start the application server
[in] | password | Null-terminated string to use as a password. |
bool RakNetTransport::Start | ( | unsigned short | port, | |
bool | serverMode | |||
) | [virtual] |
Start the transport provider on the indicated port.
[in] | port | The port to start the transport provider on |
[in] | serverMode | If true, you should allow incoming connections (I don't actually use this anywhere) |
Implements TransportInterface.