/* * This file is part of the DXX-Rebirth project . * It is copyright by its individual contributors, as recorded in the * project's Git history. See COPYING.txt at the top level for license * terms and a link to the Git history. */ /* * * Prototypes for UDP-protocol network management functions. * */ #pragma once #include "multi.h" #include "newmenu.h" #include "pack.h" #include "ntstring.h" #include "fwd-window.h" #include "d_array.h" #include "d_bitset.h" #include // Exported functions #ifdef dsx namespace dsx { namespace multi { namespace udp { struct dispatch_table final : multi::dispatch_table { virtual void send_data(std::span data, multiplayer_data_priority priority) const override; virtual void send_data_direct(std::span data, playernum_t pnum, int needack) const override; virtual int objnum_is_past(objnum_t objnum) const override; virtual void do_protocol_frame(int force, int listen) const override; virtual window_event_result level_sync() const override; virtual void send_endlevel_packet() const override; virtual void kick_player(const _sockaddr &dump_addr, kick_player_reason why) const override; virtual void disconnect_player(int playernum) const override; virtual int end_current_level( #if defined(DXX_BUILD_DESCENT_I) next_level_request_secret_flag *secret #endif ) const override; virtual void leave_game() const override; }; extern const dispatch_table dispatch; int kmatrix_poll2(newmenu *menu, const d_event &event, const unused_newmenu_userdata_t *); void leave_game(); } using udp::dispatch; } window_event_result net_udp_setup_game(void); } #endif void net_udp_manual_join_game(); void net_udp_list_join_game(grs_canvas &canvas); window_event_result net_udp_level_sync(); // Some defines // Our default port - easy to remember: D = 4, X = 24, X = 24 namespace dcx { constexpr uint16_t UDP_PORT_DEFAULT = 42424; #define UDP_MANUAL_ADDR_DEFAULT "localhost" #if DXX_USE_TRACKER #ifndef TRACKER_ADDR_DEFAULT /* Allow an alternate default at compile time */ #define TRACKER_ADDR_DEFAULT "tracker.dxx-rebirth.com" #endif constexpr uint16_t TRACKER_PORT_DEFAULT = 9999; enum class tracker_game_id : uint16_t { }; #endif #define UDP_MAX_NETGAMES 900 constexpr std::integral_constant UDP_NETGAMES_PPAGE{}; // Netgames on one page of Netlist } #define UDP_NETGAMES_PAGES 75 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE) #define UDP_TIMEOUT (5*F1_0) // 5 seconds disconnect timeout #define UDP_MDATA_STOR_QUEUE_SIZE 1024u // Store up to 1024 MDATA packets #define UDP_MDATA_STOR_MIN_FREE_2JOIN 384u // have at least this many free packet slots before we let someone join the game #define UDP_MDATA_PKT_NUM_MIN 1 // start from pkt_num 1 (0 is used to initialize the trace list) #define UDP_MDATA_PKT_NUM_MAX (UDP_MDATA_STOR_QUEUE_SIZE*100) // the max value for pkt_num. roll over when we go any higher. this should be smaller than INT_MAX // UDP-Packet identificators (ubyte) and their (max. sizes). #define UPID_MAX_SIZE 1024 // Max size for a packet #define UPID_MDATA_BUF_SIZE 454 #if DXX_USE_TRACKER #define UPID_TRACKER_REGISTER 21 // Register or update a game on the tracker. #define UPID_TRACKER_REMOVE 22 // Remove our game from the tracker. #define UPID_TRACKER_REQGAMES 23 // Request a list of all games stored on the tracker. #endif // Structure keeping lite game infos (for netlist, etc.) #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) struct UDP_netgame_info_lite : public prohibit_void_ptr { struct _sockaddr game_addr; std::array program_iver; fix GameID; #if DXX_USE_TRACKER tracker_game_id TrackerGameID; #endif ntstring game_name; ntstring mission_title; ntstring<8> mission_name; int32_t levelnum; network_game_type gamemode; ubyte RefusePlayers; ubyte difficulty; network_state game_status; ubyte numconnected; ubyte max_numplayers; bit_game_flags game_flag; }; struct player_acknowledgement_mask : enumerated_bitset::value, unsigned long, playernum_t>::type> { public: constexpr player_acknowledgement_mask() : enumerated_bitset((1u << MAX_PLAYERS) - 1) { } }; #endif // packet structure for multi-buffer struct UDP_mdata_info : prohibit_void_ptr { ubyte type; ubyte Player_num; uint16_t mbuf_size; uint32_t pkt_num; std::array mbuf; }; // structure to store MDATA to maybe resend struct UDP_mdata_store : prohibit_void_ptr { fix64 pkt_initial_timestamp; // initial timestamp to see if packet is outdated per_player_array pkt_timestamp; // Packet timestamp per_player_array pkt_num; // Packet number sbyte used; ubyte Player_num; // sender of this packet uint16_t data_size; player_acknowledgement_mask player_ack; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected std::array data; // extra data of a packet - contains all multibuf data we don't want to loose }; // structure to keep track of MDATA packets we already got, which we expect from another player and the pkt_num for the next packet we want to send to another player struct UDP_mdata_check : public prohibit_void_ptr { std::array pkt_num; // all those we got just recently, so we can ignore them if we get them again int cur_slot; // index we can use for a new pkt_num uint32_t pkt_num_torecv; // the next pkt_num we await for this player uint32_t pkt_num_tosend; // the next pkt_num we want to send to another player };