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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// 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.
//
// DESCRIPTION:
// Definitions for use in networking code.
//
//-----------------------------------------------------------------------------
#ifndef NET_DEFS_H
#define NET_DEFS_H
#include <stdio.h>
#include "doomtype.h"
#include "d_ticcmd.h"
#include "sha1.h"
// Absolute maximum number of "nodes" in the game. This is different to
// NET_MAXPLAYERS, as there may be observers that are not participating
// (eg. left/right monitors)
#define MAXNETNODES 16
// The maximum number of players, multiplayer/networking.
// This is the maximum supported by the networking code; individual games
// have their own values for MAXPLAYERS that can be smaller.
#define NET_MAXPLAYERS 8
// Maximum length of a player's name.
#define MAXPLAYERNAME 30
// Networking and tick handling related.
#define BACKUPTICS 128
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;
size_t len;
size_t alloced;
unsigned int pos;
};
struct _net_module_s
{
// Initialize this module for use as a client
boolean (*InitClient)(void);
// Initialize 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_GAMEDATA_ACK,
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_LAUNCH,
} net_packet_type_t;
typedef enum
{
NET_MASTER_PACKET_TYPE_ADD,
NET_MASTER_PACKET_TYPE_ADD_RESPONSE,
NET_MASTER_PACKET_TYPE_QUERY,
NET_MASTER_PACKET_TYPE_QUERY_RESPONSE,
NET_MASTER_PACKET_TYPE_GET_METADATA,
NET_MASTER_PACKET_TYPE_GET_METADATA_RESPONSE,
NET_MASTER_PACKET_TYPE_SIGN_START,
NET_MASTER_PACKET_TYPE_SIGN_START_RESPONSE,
NET_MASTER_PACKET_TYPE_SIGN_END,
NET_MASTER_PACKET_TYPE_SIGN_END_RESPONSE,
} net_master_packet_type_t;
// Settings specified when the client connects to the server.
typedef struct
{
int gamemode;
int gamemission;
int lowres_turn;
int drone;
int max_players;
int is_freedoom;
sha1_digest_t wad_sha1sum;
sha1_digest_t deh_sha1sum;
int player_class;
} net_connect_data_t;
// Game settings sent by client to server when initiating game start,
// and received from the server by clients when the game starts.
typedef struct
{
int ticdup;
int extratics;
int deathmatch;
int episode;
int nomonsters;
int fast_monsters;
int respawn_monsters;
int map;
int skill;
int gameversion;
int lowres_turn;
int new_sync;
int timelimit;
int loadgame;
int random; // [Strife only]
// These fields are only used by the server when sending a game
// start message:
int num_players;
int consoleplayer;
// Hexen player classes:
int player_classes[NET_MAXPLAYERS];
} 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)
#define NET_TICDIFF_RAVEN (1 << 6)
#define NET_TICDIFF_STRIFE (1 << 7)
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[NET_MAXPLAYERS];
net_ticdiff_t cmds[NET_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;
// Data sent by the server while waiting for the game to start.
typedef struct
{
int num_players;
int num_drones;
int ready_players;
int max_players;
int is_controller;
int consoleplayer;
char player_names[NET_MAXPLAYERS][MAXPLAYERNAME];
char player_addrs[NET_MAXPLAYERS][MAXPLAYERNAME];
sha1_digest_t wad_sha1sum;
sha1_digest_t deh_sha1sum;
int is_freedoom;
} net_waitdata_t;
#endif /* #ifndef NET_DEFS_H */
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