Unreal-RedNetwork/Source/RedNetwork/Public/RedNetworkServer.h

108 lines
2.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Misc/DateTime.h"
#include "UObject/Object.h"
#include "RedNetworkType.h"
#include "RedNetworkServer.generated.h"
class FSocket;
class FKCPWrap;
UCLASS(BlueprintType)
class REDNETWORK_API URedNetworkServer : public UObject, public FTickableGameObject
{
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FLoginSignature, URedNetworkServer, OnLogin, int32, ClientID);
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams(FRecvSignature, URedNetworkServer, OnRecv, int32, ClientID, const TArray<uint8>&, Data);
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FUnloginSignature, URedNetworkServer, OnUnlogin, int32, ClientID);
public:
UPROPERTY(BlueprintAssignable, Category = "Red|Network")
FLoginSignature OnLogin;
UPROPERTY(BlueprintAssignable, Category = "Red|Network")
FRecvSignature OnRecv;
UPROPERTY(BlueprintAssignable, Category = "Red|Network")
FUnloginSignature OnUnlogin;
public:
UFUNCTION(BlueprintCallable, Category = "Red|Network")
bool IsActive() const { return bIsActive; }
UFUNCTION(BlueprintCallable, Category = "Red|Network")
void Activate(bool bReset = false);
UFUNCTION(BlueprintCallable, Category = "Red|Network")
void Deactivate();
UFUNCTION(BlueprintCallable, Category = "Red|Network")
bool Send(int32 ClientID, const TArray<uint8>& Data);
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Red|Network")
int32 Port = 25565;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Red|Network")
FTimespan Heartbeat = FTimespan::FromSeconds(1.0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Red|Network")
FTimespan TimeoutLimit = FTimespan::FromSeconds(8.0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Red|Network")
int32 KCPLogMask = 0;
private:
bool bIsActive = false;
FSocket* SocketPtr;
TArray<uint8> SendBuffer;
TArray<uint8> RecvBuffer;
TArray<uint8> DataBuffer;
int32 NextRegistrationID;
struct FPreRegistrationInfo
{
FDateTime Time;
FRedNetworkPass Pass;
};
TMap<FString, FPreRegistrationInfo> PreRegistration;
struct FRegistrationInfo
{
FRedNetworkPass Pass;
FDateTime RecvTime;
FDateTime Heartbeat;
TSharedPtr<FInternetAddr> Addr;
TSharedPtr<FKCPWrap> KCPUnit;
};
TMap<int32, FRegistrationInfo> Registration;
int32 UDPSend(int32 ClientID, const uint8* Data, int32 Count);
public:
//~ Begin FTickableGameObject Interface
virtual void Tick(float DeltaTime) override;
virtual bool IsTickable() const override { return !IsTemplate() && IsActive(); }
virtual TStatId GetStatId() const override { return GetStatID(); }
//~ End FTickableGameObject Interface
//~ Begin UObject Interface
virtual void BeginDestroy() override;
//~ End UObject Interface
};