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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: net_defs.h 612 2006-09-17 20:37:26Z 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 1.14 2006/02/23 18:19:05 fraggle
// Add lowres_turn parameter to net_full_ticcmd_t structure r/w functions
//
// Revision 1.13 2006/02/17 20:15:16 fraggle
// Request resends for missed packets
//
// Revision 1.12 2006/02/16 01:12:28 fraggle
// Define a new type net_full_ticcmd_t, a structure containing all ticcmds
// for a given tic. Store received game data in a receive window. Add
// send queues for clients and add data from the receive window to
// generate complete sets of ticcmds.
//
// Revision 1.11 2006/01/22 22:29:42 fraggle
// Periodically request the time from clients to estimate their offset to
// the server time.
//
// Revision 1.10 2006/01/21 14:16:49 fraggle
// Add first game data sending code. Check the client version when connecting.
//
// Revision 1.9 2006/01/14 02:06:48 fraggle
// Include the game version in the settings structure.
//
// Revision 1.8 2006/01/11 01:37:53 fraggle
// ticcmd diffs: allow compare and patching ticcmds, and reading/writing
// ticdiffs to packets.
//
// Revision 1.7 2006/01/10 19:59:26 fraggle
// Reliable packet transport mechanism
//
// Revision 1.6 2006/01/08 04:52:26 fraggle
// Allow the server to reject clients
//
// Revision 1.5 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 1.4 2006/01/01 23:54:31 fraggle
// Client disconnect code
//
// Revision 1.3 2005/12/30 18:58:22 fraggle
// Fix client code to correctly send reply to server on connection.
// Add "waiting screen" while waiting for the game to start.
// Hook in the new networking code into the main game code.
//
// Revision 1.2 2005/12/29 17:48:25 fraggle
// Add initial client/server connect code. Reorganise sources list in
// Makefile.am.
//
// Revision 1.1 2005/10/30 19:56:15 fraggle
// Add foundation code for the new networking system
//
//
// DESCRIPTION:
// Definitions for use in networking code.
//
//-----------------------------------------------------------------------------
#ifndef NET_DEFS_H
#define NET_DEFS_H
#include "doomdef.h"
#include "doomtype.h"
#include "d_ticcmd.h"
typedef struct _net_module_s net_module_t;
typedef struct _net_packet_s net_packet_t;
typedef struct _net_addr_s net_addr_t;
typedef struct _net_context_s net_context_t;
struct _net_packet_s
{
byte *data;
int len;
int alloced;
int pos;
};
struct _net_module_s
{
// Initialise this module for use as a client
boolean (*InitClient)(void);
// Initialise this module for use as a server
boolean (*InitServer)(void);
// Send a packet
void (*SendPacket)(net_addr_t *addr, net_packet_t *packet);
// Check for new packets to receive
//
// Returns true if packet received
boolean (*RecvPacket)(net_addr_t **addr, net_packet_t **packet);
// Converts an address to a string
void (*AddrToString)(net_addr_t *addr, char *buffer, int buffer_len);
// Free back an address when no longer in use
void (*FreeAddress)(net_addr_t *addr);
// Try to resolve a name to an address
net_addr_t *(*ResolveAddress)(char *addr);
};
// net_addr_t
struct _net_addr_s
{
net_module_t *module;
void *handle;
};
// magic number sent when connecting to check this is a valid client
#define NET_MAGIC_NUMBER 3436803284U
// header field value indicating that the packet is a reliable packet
#define NET_RELIABLE_PACKET (1 << 15)
// packet types
typedef enum
{
NET_PACKET_TYPE_SYN,
NET_PACKET_TYPE_ACK,
NET_PACKET_TYPE_REJECTED,
NET_PACKET_TYPE_KEEPALIVE,
NET_PACKET_TYPE_WAITING_DATA,
NET_PACKET_TYPE_GAMESTART,
NET_PACKET_TYPE_GAMEDATA,
NET_PACKET_TYPE_DISCONNECT,
NET_PACKET_TYPE_DISCONNECT_ACK,
NET_PACKET_TYPE_RELIABLE_ACK,
NET_PACKET_TYPE_GAMEDATA_RESEND,
NET_PACKET_TYPE_CONSOLE_MESSAGE,
NET_PACKET_TYPE_QUERY,
NET_PACKET_TYPE_QUERY_RESPONSE,
} net_packet_type_t;
typedef struct
{
int ticdup;
int extratics;
int deathmatch;
int episode;
int nomonsters;
int map;
int skill;
int gameversion;
int lowres_turn;
int new_sync;
int timelimit;
int loadgame;
} net_gamesettings_t;
#define NET_TICDIFF_FORWARD (1 << 0)
#define NET_TICDIFF_SIDE (1 << 1)
#define NET_TICDIFF_TURN (1 << 2)
#define NET_TICDIFF_BUTTONS (1 << 3)
#define NET_TICDIFF_CONSISTANCY (1 << 4)
#define NET_TICDIFF_CHATCHAR (1 << 5)
typedef struct
{
unsigned int diff;
ticcmd_t cmd;
} net_ticdiff_t;
// Complete set of ticcmds from all players
typedef struct
{
signed int latency;
unsigned int seq;
boolean playeringame[MAXPLAYERS];
net_ticdiff_t cmds[MAXPLAYERS];
} net_full_ticcmd_t;
// Data sent in response to server queries
typedef struct
{
char *version;
int server_state;
int num_players;
int max_players;
int gamemode;
int gamemission;
char *description;
} net_querydata_t;
#endif /* #ifndef NET_DEFS_H */
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