Files
TrinityCore/dep/include/g3dlite/G3D/NetAddress.h
click e777161888 HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
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
2010-06-05 00:59:25 +02:00

133 lines
3.3 KiB
C++

#ifndef G3D_NETADDRESS_H
#define G3D_NETADDRESS_H
#include "G3D/platform.h"
#include "G3D/Table.h"
/** These control the version of Winsock used by G3D.
Version 2.0 is standard for G3D 6.09 and later.
Version 1.1 is standard for G3D 6.08 and earlier.
*/
#define G3D_WINSOCK_MAJOR_VERSION 2
#define G3D_WINSOCK_MINOR_VERSION 0
#ifdef G3D_WIN32
# if (G3D_WINSOCK_MAJOR_VERSION == 2)
# include <winsock2.h>
# elif (G3D_WINSOCK_MAJOR_VERSION == 1)
# include <winsock.h>
# endif
#else
# include <sys/types.h>
# include <sys/socket.h>
# include <netinet/in.h>
# ifndef SOCKADDR_IN
# define SOCKADDR_IN struct sockaddr_in
# endif
# ifndef SOCKET
# define SOCKET int
# endif
#endif
#include "G3D/g3dmath.h"
namespace G3D {
class NetAddress {
private:
friend class NetworkDevice;
friend class LightweightConduit;
friend class ReliableConduit;
/** Host byte order */
void init(uint32 host, uint16 port);
void init(const std::string& hostname, uint16 port);
NetAddress(const SOCKADDR_IN& a);
NetAddress(const struct in_addr& addr, uint16 port = 0);
SOCKADDR_IN addr;
public:
/**
In host byte order
*/
NetAddress(uint32 host, uint16 port = 0);
/**
@param port Specified in host byte order (i.e., don't worry about endian issues)
*/
NetAddress(const std::string& hostname, uint16 port);
/**
@param hostnameAndPort in the form "hostname:port" or "ip:port"
*/
NetAddress(const std::string& hostnameAndPort);
/**
@deprecated Use G3D::NetworkDevice::broadcastAddressArray()
@brief Creates a UDP broadcast address for use with a
G3D::LightweightConduit.
UDP broadcast allows one machine to send a packet to all machines
on the same local network. The IP portion of the address is
0xFFFFFFFF, which indicates "broadcast" to the underlying socket
API. This feature is not available with the connection-based TCP
protocol abstracted by G3D::ReliableConduit; use multisend
instead.
*/
static NetAddress broadcastAddress(uint16 port);
NetAddress();
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** @brief Returns true if this is not an illegal address. */
bool ok() const;
/** @brief Returns a value in host format (i.e., don't worry about
endian issues) */
inline uint32 ip() const {
return ntohl(addr.sin_addr.s_addr);
//return ntohl(addr.sin_addr.S_un.S_addr);
}
inline uint16 port() const {
return ntohs(addr.sin_port);
}
std::string ipString() const;
std::string toString() const;
};
std::ostream& operator<<(std::ostream& os, const NetAddress&);
} // namespace G3D
template <> struct HashTrait<G3D::NetAddress> {
static size_t hashCode(const G3D::NetAddress& key) {
return static_cast<size_t>(key.ip() + (static_cast<G3D::uint32>(key.port()) << 16));
}
};
namespace G3D {
/**
Two addresses may point to the same computer but be != because
they have different IP's.
*/
inline bool operator==(const NetAddress& a, const NetAddress& b) {
return (a.ip() == b.ip()) && (a.port() == b.port());
}
inline bool operator!=(const NetAddress& a, const NetAddress& b) {
return !(a == b);
}
} // namespace G3D
#endif