/* * 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" #ifdef __cplusplus #include "pack.h" #include "compiler-array.h" #include "ntstring.h" // Exported functions int net_udp_setup_game(void); void net_udp_manual_join_game(); void net_udp_list_join_game(); int net_udp_objnum_is_past(objnum_t objnum); void net_udp_do_frame(int force, int listen); void net_udp_send_data(const ubyte * ptr, int len, int priority ); void net_udp_leave_game(); int net_udp_endlevel(int *secret); int net_udp_kmatrix_poll1( newmenu *menu,const d_event &event, const unused_newmenu_userdata_t *); int net_udp_kmatrix_poll2( newmenu *menu,const d_event &event, const unused_newmenu_userdata_t *); void net_udp_send_endlevel_packet(); void net_udp_dump_player(const _sockaddr &dump_addr, int why); void net_udp_disconnect_player(int playernum); int net_udp_level_sync(); void net_udp_send_mdata_direct(const ubyte *data, int data_len, int pnum, int priority); void net_udp_send_netgame_update(); // Some defines #ifdef IPv6 #define UDP_MCASTv6_ADDR "ff02::1" #endif #define UDP_BCAST_ADDR "255.255.255.255" // Our default port - easy to remember: D = 4, X = 24, X = 24 const uint16_t UDP_PORT_DEFAULT = 42424; #define UDP_MANUAL_ADDR_DEFAULT "localhost" #ifdef USE_TRACKER #ifndef TRACKER_ADDR_DEFAULT /* Allow an alternate default at compile time */ #define TRACKER_ADDR_DEFAULT "dxxtracker.reenigne.net" #endif const uint16_t TRACKER_PORT_DEFAULT = 42420; #endif #if defined(DXX_BUILD_DESCENT_I) #define UDP_REQ_ID "D1XR" // ID string for a request packet #elif defined(DXX_BUILD_DESCENT_II) #define UDP_REQ_ID "D2XR" // ID string for a request packet #endif #define UDP_MAX_NETGAMES 900 #define UDP_NETGAMES_PPAGE 12 // 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 1024 // Store up to 1024 MDATA packets #define UDP_MDATA_STOR_MIN_FREE_2JOIN 384 // 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_VERSION_DENY 1 // Netgame join or info has been denied due to version difference. #define UPID_VERSION_DENY_SIZE 9 #define UPID_GAME_INFO_REQ 2 // Requesting all info about a netgame. #define UPID_GAME_INFO_REQ_SIZE 13 #define UPID_GAME_INFO_LITE_REQ_SIZE 13 #define UPID_GAME_INFO 3 // Packet containing all info about a netgame. #define UPID_GAME_INFO_LITE_REQ 4 // Requesting lite info about a netgame. Used for discovering games. #define UPID_GAME_INFO_LITE 5 // Packet containing lite netgame info. #define UPID_GAME_INFO_SIZE_MAX (sizeof(netgame_info)) #define UPID_GAME_INFO_LITE_SIZE_MAX (sizeof(UDP_netgame_info_lite)) #define UPID_DUMP 6 // Packet containing why player cannot join this game. #define UPID_DUMP_SIZE 2 #define UPID_ADDPLAYER 7 // Packet from Host containing info about a new player. #define UPID_REQUEST 8 // New player says: "I want to be inside of you!" (haha, sorry I could not resist) / Packet containing request to join the game actually. #define UPID_QUIT_JOINING 9 // Packet from a player who suddenly quits joining. #define UPID_SEQUENCE_SIZE (3 + (CALLSIGN_LEN+1)) #define UPID_SYNC 10 // Packet from host containing full netgame info to sync players up. #define UPID_OBJECT_DATA 11 // Packet from host containing object buffer. #define UPID_PING 12 // Packet from host containing his GameTime and the Ping list. Client returns this time to host as UPID_PONG and adapts the ping list. #define UPID_PING_SIZE 37 #define UPID_PONG 13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent. #define UPID_PONG_SIZE 10 #define UPID_ENDLEVEL_H 14 // Packet from Host to all Clients containing connect-states and kills information about everyone in the game. #define UPID_ENDLEVEL_C 15 // Packet from Client to Host containing connect-state and kills information from this Client. #define UPID_PDATA 16 // Packet from player containing his movement data. #define UPID_PDATA_SIZE 49 #define UPID_MDATA_PNORM 17 // Packet containing multi buffer from a player. Priority 0,1 - no ACK needed. #define UPID_MDATA_PNEEDACK 18 // Packet containing multi buffer from a player. Priority 2 - ACK needed. Also contains pkt_num #define UPID_MDATA_ACK 19 // ACK packet for UPID_MDATA_P1. #define UPID_MAX_SIZE 1024 // Max size for a packet #define UPID_MDATA_BUF_SIZE 454 #ifdef USE_TRACKER # define UPID_TRACKER_VERIFY 21 // The tracker has successfully gotten a hold of us # define UPID_TRACKER_INCGAME 22 // The tracker is sending us some game info #endif // Structure keeping lite game infos (for netlist, etc.) struct UDP_netgame_info_lite : public prohibit_void_ptr { struct _sockaddr game_addr; array program_iver; fix GameID; ntstring game_name; ntstring mission_title; ntstring<8> mission_name; int32_t levelnum; ubyte gamemode; ubyte RefusePlayers; ubyte difficulty; ubyte game_status; ubyte numconnected; ubyte max_numplayers; bit_game_flags game_flag; }; struct UDP_sequence_packet : prohibit_void_ptr { ubyte type; netplayer_info player; }; // 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; 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 array pkt_timestamp; // Packet timestamp array pkt_num; // Packet number sbyte used; ubyte Player_num; // sender of this packet uint16_t data_size; array player_ack; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected 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 { 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 }; #endif