Started on UE4 server, semi working handshake

This commit is contained in:
AeonLucid
2022-01-09 06:29:02 +01:00
parent e9091d7ac3
commit ed0f771df6
34 changed files with 2931 additions and 9 deletions
+27
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using System.Net;
using System.Net.Sockets;
using Prospect.Unreal.Core;
namespace Prospect.Unreal.Net;
public abstract class UNetConnection
{
public const int ReliableBuffer = 256;
public const int MaxPacketId = 16384;
public abstract void InitBase(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void InitRemoteConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, IPEndPoint inRemoteAddr, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void InitLocalConnection(UNetDriver inDriver, UdpClient inSocket, FURL inURL, EConnectionState inState, int inMaxPacket = 0, int inPacketOverhead = 0);
public abstract void LowLevelSend(byte[] data, int countBits, FOutPacketTraits traits);
public abstract string LowLevelGetRemoteAddress(bool bAppendPort = false);
public abstract string LowLevelDescribe();
public abstract void Tick(float deltaSeconds);
public abstract void CleanUp();
public abstract void ReceivedRawPacket(byte[] data, int count);
public abstract float GetTimeoutValue();
public void InitSequence(int clientSequence, int serverSequence)
{
}
}