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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: net_common.h 461 2006-04-06 17:53:43Z fraggle $
//
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// $Log$
// Revision 1.4 2006/02/19 13:42:27 fraggle
// Move tic number expansion code to common code. Parse game data packets
// received from the server.
// Strip down d_net.[ch] to work through the new networking code. Remove
// game sync code.
// Remove i_net.[ch] as it is no longer needed.
// Working networking!
//
// Revision 1.3 2006/01/10 19:59:26 fraggle
// Reliable packet transport mechanism
//
// Revision 1.2 2006/01/08 02:53:05 fraggle
// Send keepalives if the connection is not doing anything else.
// Send all packets using a new NET_Conn_SendPacket to support this.
//
// Revision 1.1 2006/01/08 00:10:48 fraggle
// Move common connection code into net_common.c, shared by server
// and client code.
//
//
// Common code shared between the client and server
//
#ifndef NET_COMMON_H
#define NET_COMMON_H
#include "net_defs.h"
#include "net_packet.h"
typedef enum
{
// sending syn packets, waiting for an ACK reply
// (client side)
NET_CONN_STATE_CONNECTING,
// received a syn, sent an ack, waiting for an ack reply
// (server side)
NET_CONN_STATE_WAITING_ACK,
// successfully connected
NET_CONN_STATE_CONNECTED,
// sent a DISCONNECT packet, waiting for a DISCONNECT_ACK reply
NET_CONN_STATE_DISCONNECTING,
// client successfully disconnected
NET_CONN_STATE_DISCONNECTED,
// We are disconnected, but in a sleep state, waiting for several
// seconds. This is in case the DISCONNECT_ACK we sent failed
// to arrive, and we need to send another one. We keep this as
// a valid connection for a few seconds until we are sure that
// the other end has successfully disconnected as well.
NET_CONN_STATE_DISCONNECTED_SLEEP,
} net_connstate_t;
// Reason a connection was terminated
typedef enum
{
// As the result of a local disconnect request
NET_DISCONNECT_LOCAL,
// As the result of a remote disconnect request
NET_DISCONNECT_REMOTE,
// Timeout (no data received in a long time)
NET_DISCONNECT_TIMEOUT,
} net_disconnect_reason_t;
#define MAX_RETRIES 5
typedef struct net_reliable_packet_s net_reliable_packet_t;
typedef struct
{
net_connstate_t state;
net_disconnect_reason_t disconnect_reason;
net_addr_t *addr;
int last_send_time;
int num_retries;
int keepalive_send_time;
int keepalive_recv_time;
net_reliable_packet_t *reliable_packets;
int reliable_send_seq;
int reliable_recv_seq;
} net_connection_t;
void NET_Conn_SendPacket(net_connection_t *conn, net_packet_t *packet);
void NET_Conn_InitClient(net_connection_t *conn, net_addr_t *addr);
void NET_Conn_InitServer(net_connection_t *conn, net_addr_t *addr);
boolean NET_Conn_Packet(net_connection_t *conn, net_packet_t *packet,
unsigned int *packet_type);
void NET_Conn_Disconnect(net_connection_t *conn);
void NET_Conn_Run(net_connection_t *conn);
net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type);
// Other miscellaneous common functions
void NET_SafePuts(char *msg);
unsigned int NET_ExpandTicNum(unsigned int relative, unsigned int b);
boolean NET_ValidGameMode(GameMode_t mode, GameMission_t mission);
boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission,
net_gamesettings_t *settings);
#endif /* #ifndef NET_COMMON_H */
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