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Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier) + reduced Vmap size to less than one third, and improve precision + indoor/outdoor check which allows automatic unmounting of players + additional area information from WMOAreaTable.dbc, removed existing "hacks" + WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!) - buildfiles for windows are not properly done, and will need to be sorted out NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault ! THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK! --HG-- branch : trunk
133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
#ifndef G3D_NETADDRESS_H
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#define G3D_NETADDRESS_H
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#include "G3D/platform.h"
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#include "G3D/Table.h"
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/** These control the version of Winsock used by G3D.
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Version 2.0 is standard for G3D 6.09 and later.
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Version 1.1 is standard for G3D 6.08 and earlier.
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*/
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#define G3D_WINSOCK_MAJOR_VERSION 2
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#define G3D_WINSOCK_MINOR_VERSION 0
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#ifdef G3D_WIN32
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# if (G3D_WINSOCK_MAJOR_VERSION == 2)
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# include <winsock2.h>
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# elif (G3D_WINSOCK_MAJOR_VERSION == 1)
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# include <winsock.h>
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# endif
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#else
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# include <sys/types.h>
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# include <sys/socket.h>
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# include <netinet/in.h>
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# ifndef SOCKADDR_IN
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# define SOCKADDR_IN struct sockaddr_in
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# endif
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# ifndef SOCKET
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# define SOCKET int
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# endif
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#endif
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#include "G3D/g3dmath.h"
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namespace G3D {
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class NetAddress {
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private:
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friend class NetworkDevice;
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friend class LightweightConduit;
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friend class ReliableConduit;
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/** Host byte order */
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void init(uint32 host, uint16 port);
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void init(const std::string& hostname, uint16 port);
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NetAddress(const SOCKADDR_IN& a);
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NetAddress(const struct in_addr& addr, uint16 port = 0);
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SOCKADDR_IN addr;
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public:
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/**
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In host byte order
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*/
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NetAddress(uint32 host, uint16 port = 0);
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/**
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@param port Specified in host byte order (i.e., don't worry about endian issues)
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*/
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NetAddress(const std::string& hostname, uint16 port);
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/**
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@param hostnameAndPort in the form "hostname:port" or "ip:port"
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*/
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NetAddress(const std::string& hostnameAndPort);
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/**
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@deprecated Use G3D::NetworkDevice::broadcastAddressArray()
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@brief Creates a UDP broadcast address for use with a
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G3D::LightweightConduit.
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UDP broadcast allows one machine to send a packet to all machines
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on the same local network. The IP portion of the address is
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0xFFFFFFFF, which indicates "broadcast" to the underlying socket
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API. This feature is not available with the connection-based TCP
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protocol abstracted by G3D::ReliableConduit; use multisend
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instead.
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*/
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static NetAddress broadcastAddress(uint16 port);
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NetAddress();
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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/** @brief Returns true if this is not an illegal address. */
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bool ok() const;
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/** @brief Returns a value in host format (i.e., don't worry about
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endian issues) */
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inline uint32 ip() const {
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return ntohl(addr.sin_addr.s_addr);
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//return ntohl(addr.sin_addr.S_un.S_addr);
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}
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inline uint16 port() const {
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return ntohs(addr.sin_port);
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}
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std::string ipString() const;
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std::string toString() const;
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};
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std::ostream& operator<<(std::ostream& os, const NetAddress&);
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} // namespace G3D
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template <> struct HashTrait<G3D::NetAddress> {
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static size_t hashCode(const G3D::NetAddress& key) {
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return static_cast<size_t>(key.ip() + (static_cast<G3D::uint32>(key.port()) << 16));
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}
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};
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namespace G3D {
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/**
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Two addresses may point to the same computer but be != because
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they have different IP's.
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*/
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inline bool operator==(const NetAddress& a, const NetAddress& b) {
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return (a.ip() == b.ip()) && (a.port() == b.port());
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}
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inline bool operator!=(const NetAddress& a, const NetAddress& b) {
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return !(a == b);
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}
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} // namespace G3D
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#endif
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