#ifndef _PacketManager_H__ #define _PacketManager_H__ #include #include #include "NetworkPrereqs.h" #define CLIENTID_CLIENT -1 //enum netowk generally used to set the type ID of a packet namespace network { /* * class to generate packets * * @autor: Dumeni Manatschal * */ class PacketGenerator { public: PacketGenerator(); //call one of this functions out of an instance of PacketGenerator to create a packet ENetPacket* acknowledgement( int state, int reliable = ENET_PACKET_FLAG_RELIABLE ); ENetPacket* mousem( double x, double y, int reliable = ENET_PACKET_FLAG_RELIABLE ); ENetPacket* keystrike( char press, int reliable = ENET_PACKET_FLAG_RELIABLE ); ENetPacket* chatMessage( const char* message, int reliable = ENET_PACKET_FLAG_RELIABLE ); ENetPacket* gstate( GameStateCompressed *states, int reliable = ENET_PACKET_FLAG_RELIABLE ); ENetPacket* clid( int classid, std::string classname, int reliable = ENET_PACKET_FLAG_RELIABLE ); private: }; /* * class used to decode incoming packets * * @autor: Dumeni Manatschal * */ class _NetworkExport PacketDecoder { public: PacketDecoder(); virtual ~PacketDecoder(); //call this function to decode, it calls the right decoding function below bool elaborate( ENetPacket* packet, int clientId ); protected: virtual void processChat( chat *data, int clientId); private: void acknowledgement( ENetPacket* packet, int clientId = CLIENTID_CLIENT ); void mousem( ENetPacket* packet, int clientId = CLIENTID_CLIENT ); void keystrike( ENetPacket* packet, int clientId = CLIENTID_CLIENT ); void chatMessage( ENetPacket* packet, int clientId = CLIENTID_CLIENT); void gstate( ENetPacket* packet ); void clid( ENetPacket *packet); //process data //two functions are note yet implemented! virtual void processGamestate(GameStateCompressed *state); virtual void processAck( ack *data, int clientID); void processClassid( classid *cid); //virtual void processAck( ack *data); //print functions void printAck( ack* data ); void printMouse( mouse* data ); void printKey( keyboard* data ); void printChat( chat* data, int clientId ); void printGamestate( GameStateCompressed *data ); void printClassid( classid *cid); }; } #endif /* _PacketManager_H__ */