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- /*
- * Copyright (c) 2014, Oculus VR, Inc.
- * All rights reserved.
- *
- * This source code is licensed under the BSD-style license found in the
- * LICENSE file in the root directory of this source tree. An additional grant
- * of patent rights can be found in the PATENTS file in the same directory.
- *
- */
- /// \file
- /// \brief Contains LogCommandParser , Used to send logs to connected consoles
- ///
- #include "NativeFeatureIncludes.h"
- #if _RAKNET_SUPPORT_LogCommandParser==1
- #ifndef __LOG_COMMAND_PARSER
- #define __LOG_COMMAND_PARSER
- #include "CommandParserInterface.h"
- #include "Export.h"
- namespace RakNet
- {
- /// Forward declarations
- class RakPeerInterface;
- /// \brief Adds the ability to send logging output to a remote console
- class RAK_DLL_EXPORT LogCommandParser : public CommandParserInterface
- {
- public:
- // GetInstance() and DestroyInstance(instance*)
- STATIC_FACTORY_DECLARATIONS(LogCommandParser)
- LogCommandParser();
- ~LogCommandParser();
- /// Given \a command with parameters \a parameterList , do whatever processing you wish.
- /// \param[in] command The command to process
- /// \param[in] numParameters How many parameters were passed along with the command
- /// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on.
- /// \param[in] transport The transport interface we can use to write to
- /// \param[in] systemAddress The player that sent this command.
- /// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
- bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, const SystemAddress &systemAddress, const char *originalString);
- /// You are responsible for overriding this function and returning a static string, which will identifier your parser.
- /// This should return a static string
- /// \return The name that you return.
- const char *GetName(void) const;
- /// A callback for when you are expected to send a brief description of your parser to \a systemAddress
- /// \param[in] transport The transport interface we can use to write to
- /// \param[in] systemAddress The player that requested help.
- void SendHelp(TransportInterface *transport, const SystemAddress &systemAddress);
- /// All logs must be associated with a channel. This is a filter so that remote clients only get logs for a system they care about.
- // If you call Log with a channel that is unknown, that channel will automatically be added
- /// \param[in] channelName A persistent string naming the channel. Don't deallocate this string.
- void AddChannel(const char *channelName);
- /// Write a log to a channel.
- /// Logs are not buffered, so only remote consoles connected and subscribing at the time you write will get the output.
- /// \param[in] format Same as RAKNET_DEBUG_PRINTF()
- /// \param[in] ... Same as RAKNET_DEBUG_PRINTF()
- void WriteLog(const char *channelName, const char *format, ...);
- /// A callback for when \a systemAddress has connected to us.
- /// \param[in] systemAddress The player that has connected.
- /// \param[in] transport The transport interface that sent us this information. Can be used to send messages to this or other players.
- void OnNewIncomingConnection(const SystemAddress &systemAddress, TransportInterface *transport);
- /// A callback for when \a systemAddress has disconnected, either gracefully or forcefully
- /// \param[in] systemAddress The player that has disconnected.
- /// \param[in] transport The transport interface that sent us this information.
- void OnConnectionLost(const SystemAddress &systemAddress, TransportInterface *transport);
- /// This is called every time transport interface is registered. If you want to save a copy of the TransportInterface pointer
- /// This is the place to do it
- /// \param[in] transport The new TransportInterface
- void OnTransportChange(TransportInterface *transport);
- protected:
- /// Sends the currently active channels to the user
- /// \param[in] systemAddress The player to send to
- /// \param[in] transport The transport interface to use to send the channels
- void PrintChannels(const SystemAddress &systemAddress, TransportInterface *transport) const;
- /// Unsubscribe a user from a channel (or from all channels)
- /// \param[in] systemAddress The player to unsubscribe to
- /// \param[in] channelName If 0, then unsubscribe from all channels. Otherwise unsubscribe from the named channel
- unsigned Unsubscribe(const SystemAddress &systemAddress, const char *channelName);
- /// Subscribe a user to a channel (or to all channels)
- /// \param[in] systemAddress The player to subscribe to
- /// \param[in] channelName If 0, then subscribe from all channels. Otherwise subscribe to the named channel
- unsigned Subscribe(const SystemAddress &systemAddress, const char *channelName);
- /// Given the name of a channel, return the index into channelNames where it is located
- /// \param[in] channelName The name of the channel
- unsigned GetChannelIndexFromName(const char *channelName);
- /// One of these structures is created per player
- struct SystemAddressAndChannel
- {
- /// The ID of the player
- SystemAddress systemAddress;
- /// Bitwise representations of the channels subscribed to. If bit 0 is set, then we subscribe to channelNames[0] and so on.
- unsigned channels;
- };
- /// The list of remote users. Added to when users subscribe, removed when they disconnect or unsubscribe
- DataStructures::List<SystemAddressAndChannel> remoteUsers;
- /// Names of the channels at each bit, or 0 for an unused channel
- const char *channelNames[32];
- /// This is so I can save the current transport provider, solely so I can use it without having the user pass it to Log
- TransportInterface *trans;
- };
- } // namespace RakNet
- #endif
- #endif // _RAKNET_SUPPORT_*
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