Unreal-RedNetwork/Source/RSHWNetwork/Public/RSHWNetworkServer.h

103 lines
2.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Misc/DateTime.h"
#include "RSHWNetworkType.h"
#include "Components/ActorComponent.h"
#include "RSHWNetworkServer.generated.h"
class FSocket;
class FKCPWrap;
UCLASS(BlueprintType, hidecategories = ("Cooking", "ComponentReplication"), meta = (BlueprintSpawnableComponent))
class RSHWNETWORK_API URSHWNetworkServer : public UActorComponent
{
GENERATED_BODY()
public:
URSHWNetworkServer(const FObjectInitializer& ObjectInitializer);
public:
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FLoginSignature, URSHWNetworkServer, OnLogin, int32, ClientID);
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams(FRecvSignature, URSHWNetworkServer, OnRecv, int32, ClientID, const TArray<uint8>&, Data);
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FUnloginSignature, URSHWNetworkServer, OnUnlogin, int32, ClientID);
public:
UPROPERTY(BlueprintAssignable, Category = "RSHW|Network")
FLoginSignature OnLogin;
UPROPERTY(BlueprintAssignable, Category = "RSHW|Network")
FRecvSignature OnRecv;
UPROPERTY(BlueprintAssignable, Category = "RSHW|Network")
FUnloginSignature OnUnlogin;
public:
UFUNCTION(BlueprintCallable, Category = "RSHW|Network")
bool Send(int32 ClientID, const TArray<uint8>& Data);
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "RSHW|Network")
int32 Port = 25565;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "RSHW|Network")
FTimespan Heartbeat = FTimespan::FromSeconds(1.0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "RSHW|Network")
FTimespan TimeoutLimit = FTimespan::FromSeconds(8.0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "RSHW|Network")
int32 KCPLogMask = 0;
private:
FSocket* SocketPtr;
TArray<uint8> SendBuffer;
TArray<uint8> RecvBuffer;
TArray<uint8> DataBuffer;
int32 NextRegistrationID;
struct FPreRegistrationInfo
{
FDateTime Time;
FRSHWNetworkPass Pass;
};
TMap<FString, FPreRegistrationInfo> PreRegistration;
struct FRegistrationInfo
{
FRSHWNetworkPass Pass;
FDateTime RecvTime;
FDateTime Heartbeat;
TSharedPtr<FInternetAddr> Addr;
TSharedPtr<FKCPWrap> KCPUnit;
};
TMap<int32, FRegistrationInfo> Registration;
int32 UDPSend(int32 ClientID, const uint8* Data, int32 Count);
private:
//~ Begin UActorComponent Interface
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void Activate(bool bReset) override;
virtual void Deactivate() override;
//~ End UActorComponent Interface
//~ Begin UObject Interface
virtual void BeginDestroy() override;
//~ End UObject Interface
};