185 lines
8.4 KiB
C++
185 lines
8.4 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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*
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* Prototypes for UDP-protocol network management functions.
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*
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*/
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#pragma once
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#include "multi.h"
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#include "newmenu.h"
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#include "pack.h"
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#include "ntstring.h"
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#include "fwd-window.h"
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#include "d_array.h"
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#include "d_bitset.h"
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#include <array>
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// Exported functions
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#ifdef dsx
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namespace dsx {
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namespace multi {
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namespace udp {
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struct dispatch_table final : multi::dispatch_table
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{
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virtual void send_data(const uint8_t *data, unsigned data_len, multiplayer_data_priority priority) const override;
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virtual void send_data_direct(const uint8_t *data, unsigned data_len, playernum_t pnum, int needack) const override;
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virtual int objnum_is_past(objnum_t objnum) const override;
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virtual void do_protocol_frame(int force, int listen) const override;
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virtual window_event_result level_sync() const override;
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virtual void send_endlevel_packet() const override;
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virtual void kick_player(const _sockaddr &dump_addr, int why) const override;
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virtual void disconnect_player(int playernum) const override;
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virtual int end_current_level(
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#if defined(DXX_BUILD_DESCENT_I)
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next_level_request_secret_flag *secret
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#endif
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) const override;
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virtual void leave_game() const override;
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};
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extern const dispatch_table dispatch;
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int kmatrix_poll2(newmenu *menu, const d_event &event, const unused_newmenu_userdata_t *);
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void leave_game();
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}
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using udp::dispatch;
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}
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window_event_result net_udp_setup_game(void);
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}
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#endif
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void net_udp_manual_join_game();
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void net_udp_list_join_game(grs_canvas &canvas);
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window_event_result net_udp_level_sync();
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// Some defines
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// Our default port - easy to remember: D = 4, X = 24, X = 24
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constexpr uint16_t UDP_PORT_DEFAULT = 42424;
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#define UDP_MANUAL_ADDR_DEFAULT "localhost"
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#if DXX_USE_TRACKER
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#ifndef TRACKER_ADDR_DEFAULT
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/* Allow an alternate default at compile time */
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#define TRACKER_ADDR_DEFAULT "tracker.dxx-rebirth.com"
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#endif
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constexpr uint16_t TRACKER_PORT_DEFAULT = 9999;
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#endif
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#define UDP_MAX_NETGAMES 900
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namespace dcx {
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constexpr std::integral_constant<unsigned, 12> UDP_NETGAMES_PPAGE{}; // Netgames on one page of Netlist
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}
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#define UDP_NETGAMES_PAGES 75 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
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#define UDP_TIMEOUT (5*F1_0) // 5 seconds disconnect timeout
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#define UDP_MDATA_STOR_QUEUE_SIZE 1024u // Store up to 1024 MDATA packets
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#define UDP_MDATA_STOR_MIN_FREE_2JOIN 384u // have at least this many free packet slots before we let someone join the game
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#define UDP_MDATA_PKT_NUM_MIN 1 // start from pkt_num 1 (0 is used to initialize the trace list)
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#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
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// UDP-Packet identificators (ubyte) and their (max. sizes).
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#define UPID_VERSION_DENY 1 // Netgame join or info has been denied due to version difference.
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#define UPID_VERSION_DENY_SIZE 9
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#define UPID_GAME_INFO_REQ 2 // Requesting all info about a netgame.
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#define UPID_GAME_INFO_REQ_SIZE 13
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#define UPID_GAME_INFO_LITE_REQ_SIZE 13
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#define UPID_GAME_INFO 3 // Packet containing all info about a netgame.
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#define UPID_GAME_INFO_LITE_REQ 4 // Requesting lite info about a netgame. Used for discovering games.
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#define UPID_GAME_INFO_LITE 5 // Packet containing lite netgame info.
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#define UPID_GAME_INFO_SIZE_MAX (sizeof(netgame_info))
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#define UPID_GAME_INFO_LITE_SIZE_MAX (sizeof(UDP_netgame_info_lite))
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#define UPID_DUMP 6 // Packet containing why player cannot join this game.
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#define UPID_DUMP_SIZE 2
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#define UPID_ADDPLAYER 7 // Packet from Host containing info about a new player.
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#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.
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#define UPID_QUIT_JOINING 9 // Packet from a player who suddenly quits joining.
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#define UPID_SEQUENCE_SIZE (3 + (CALLSIGN_LEN+1))
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#define UPID_SYNC 10 // Packet from host containing full netgame info to sync players up.
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#define UPID_OBJECT_DATA 11 // Packet from host containing object buffer.
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#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.
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#define UPID_PING_SIZE 37
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#define UPID_PONG 13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent.
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#define UPID_PONG_SIZE 10
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#define UPID_ENDLEVEL_H 14 // Packet from Host to all Clients containing connect-states and kills information about everyone in the game.
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#define UPID_ENDLEVEL_C 15 // Packet from Client to Host containing connect-state and kills information from this Client.
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#define UPID_PDATA 16 // Packet from player containing his movement data.
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#define UPID_PDATA_SIZE 49
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#define UPID_MDATA_PNORM 17 // Packet containing multi buffer from a player. Priority 0,1 - no ACK needed.
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#define UPID_MDATA_PNEEDACK 18 // Packet containing multi buffer from a player. Priority 2 - ACK needed. Also contains pkt_num
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#define UPID_MDATA_ACK 19 // ACK packet for UPID_MDATA_P1.
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#define UPID_MAX_SIZE 1024 // Max size for a packet
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#define UPID_MDATA_BUF_SIZE 454
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#if DXX_USE_TRACKER
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#define UPID_TRACKER_REGISTER 21 // Register or update a game on the tracker.
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#define UPID_TRACKER_REMOVE 22 // Remove our game from the tracker.
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#define UPID_TRACKER_REQGAMES 23 // Request a list of all games stored on the tracker.
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#define UPID_TRACKER_GAMEINFO 24 // Packet containing info about a game
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#define UPID_TRACKER_ACK 25 // An ACK packet from the tracker
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#define UPID_TRACKER_HOLEPUNCH 26 // Hole punching process. Sent from client to tracker to request hole punching from game host and received by host from tracker to initiate hole punching to requesting client
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#endif
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// Structure keeping lite game infos (for netlist, etc.)
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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struct UDP_netgame_info_lite : public prohibit_void_ptr<UDP_netgame_info_lite>
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{
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struct _sockaddr game_addr;
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std::array<short, 3> program_iver;
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fix GameID;
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uint16_t TrackerGameID;
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ntstring<NETGAME_NAME_LEN> game_name;
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ntstring<MISSION_NAME_LEN> mission_title;
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ntstring<8> mission_name;
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int32_t levelnum;
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network_game_type gamemode;
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ubyte RefusePlayers;
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ubyte difficulty;
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network_state game_status;
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ubyte numconnected;
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ubyte max_numplayers;
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bit_game_flags game_flag;
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};
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struct player_acknowledgement_mask : enumerated_bitset<MAX_PLAYERS, playernum_t>
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{
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public:
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constexpr player_acknowledgement_mask() :
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enumerated_bitset((1u << MAX_PLAYERS) - 1)
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{
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}
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};
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#endif
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// packet structure for multi-buffer
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struct UDP_mdata_info : prohibit_void_ptr<UDP_mdata_info>
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{
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ubyte type;
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ubyte Player_num;
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uint16_t mbuf_size;
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uint32_t pkt_num;
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std::array<uint8_t, UPID_MDATA_BUF_SIZE> mbuf;
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};
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// structure to store MDATA to maybe resend
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struct UDP_mdata_store : prohibit_void_ptr<UDP_mdata_store>
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{
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fix64 pkt_initial_timestamp; // initial timestamp to see if packet is outdated
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enumerated_array<fix64, MAX_PLAYERS, playernum_t> pkt_timestamp; // Packet timestamp
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enumerated_array<uint32_t, MAX_PLAYERS, playernum_t> pkt_num; // Packet number
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sbyte used;
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ubyte Player_num; // sender of this packet
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uint16_t data_size;
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player_acknowledgement_mask player_ack; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
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std::array<uint8_t, UPID_MDATA_BUF_SIZE> data; // extra data of a packet - contains all multibuf data we don't want to loose
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};
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// 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
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struct UDP_mdata_check : public prohibit_void_ptr<UDP_mdata_check>
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{
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std::array<uint32_t, UDP_MDATA_STOR_QUEUE_SIZE> pkt_num; // all those we got just recently, so we can ignore them if we get them again
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int cur_slot; // index we can use for a new pkt_num
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uint32_t pkt_num_torecv; // the next pkt_num we await for this player
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uint32_t pkt_num_tosend; // the next pkt_num we want to send to another player
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};
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