dxx-rebirth/d2x-rebirth/main/net_udp.h

150 lines
6.3 KiB
C

/*
*
* Prototypes for UDP-protocol network management functions.
*
*/
#include "multi.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(int objnum);
void net_udp_do_frame(int force, int listen);
void net_udp_send_data( ubyte * ptr, int len, int priority );
void net_udp_leave_game();
int net_udp_endlevel(int *secret);
int net_udp_kmatrix_poll1( newmenu *menu, d_event *event, void *userdata );
int net_udp_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata );
void net_udp_send_endlevel_packet();
void net_udp_dump_player(struct _sockaddr dump_addr, int why);
void net_udp_disconnect_player(int playernum);
int net_udp_level_sync();
void net_udp_send_mdata_direct(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"
#define UDP_PORT_DEFAULT 42424 // Our default port - easy to remember: D = 4, X = 24, X = 24
#define UDP_MANUAL_ADDR_DEFAULT "localhost"
#ifdef USE_TRACKER
#define TRACKER_ADDR_DEFAULT "dxxtracker.reenigne.net"
#define TRACKER_PORT_DEFAULT 42420
#endif
#define UDP_REQ_ID "D2XR" // ID string for a request packet
#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 500 // Store up to 500 MDATA packets
// 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 11
#define UPID_GAME_INFO 3 // Packet containing all info about a netgame.
#define UPID_GAME_INFO_SIZE 510
#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_LITE_SIZE 73
#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 12
#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_S_SIZE 26
#define UPID_PDATA_Q_SIZE 47
#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.)
typedef struct UDP_netgame_info_lite
{
struct _sockaddr game_addr;
short program_iver[3];
fix GameID;
char game_name[NETGAME_NAME_LEN+1];
char mission_title[MISSION_NAME_LEN+1];
char mission_name[9];
int levelnum;
ubyte gamemode;
ubyte RefusePlayers;
ubyte difficulty;
ubyte game_status;
ubyte numconnected;
ubyte max_numplayers;
ubyte game_flags;
} __pack__ UDP_netgame_info_lite;
typedef struct UDP_sequence_packet
{
ubyte type;
netplayer_info player;
} __pack__ UDP_sequence_packet;
// player position packet structure
typedef struct UDP_frame_info
{
ubyte type;
ubyte Player_num;
ubyte connected;
union {
quaternionpos qpp;
shortpos spp;
} __pack__ ptype;
} __pack__ UDP_frame_info;
// packet structure for multi-buffer
typedef struct UDP_mdata_info
{
ubyte type;
ubyte Player_num;
uint32_t pkt_num;
ushort mbuf_size;
ubyte mbuf[UPID_MDATA_BUF_SIZE];
} __pack__ UDP_mdata_info;
// structure to store MDATA to maybe resend
typedef struct UDP_mdata_store
{
int used;
fix64 pkt_initial_timestamp; // initial timestamp to see if packet is outdated
fix64 pkt_timestamp[MAX_PLAYERS]; // Packet timestamp
int pkt_num; // Packet number
ubyte Player_num; // sender of this packet
ubyte player_ack[MAX_PLAYERS]; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
ubyte data[UPID_MDATA_BUF_SIZE]; // extra data of a packet - contains all multibuf data we don't want to loose
ushort data_size;
} __pack__ UDP_mdata_store;
// structure to keep track of MDATA packets we've already got
typedef struct UDP_mdata_recv
{
int pkt_num[UDP_MDATA_STOR_QUEUE_SIZE];
int cur_slot; // index we can use for a new pkt_num
} __pack__ UDP_mdata_recv;