135 lines
5.8 KiB
C
135 lines
5.8 KiB
C
/*
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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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#include "multi.h"
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// Exported functions
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int net_udp_setup_game(void);
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void net_udp_manual_join_game();
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void net_udp_list_join_game();
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int net_udp_objnum_is_past(int objnum);
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void net_udp_do_frame(int force, int listen);
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void net_udp_send_data( ubyte * ptr, int len, int priority );
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void net_udp_leave_game();
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int net_udp_endlevel(int *secret);
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int net_udp_kmatrix_poll1( newmenu *menu, d_event *event, void *userdata );
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int net_udp_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata );
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void net_udp_send_endlevel_packet();
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void net_udp_dump_player(struct _sockaddr dump_addr, int why);
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void net_udp_disconnect_player(int playernum);
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int net_udp_level_sync();
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// Some defines
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#ifdef IPv6
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#define UDP_MCASTv6_ADDR "ff02::1"
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#endif
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#define UDP_BCAST_ADDR "255.255.255.255"
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#define UDP_PORT_DEFAULT 42424 // Our default port - easy to remember: D = 4, X = 24, X = 24
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#define UDP_REQ_ID "D1XR" // ID string for a request packet
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#define UDP_MAX_NETGAMES 600
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#define UDP_NETGAMES_PPAGE 12 // Netgames on one page of Netlist
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#define UDP_NETGAMES_PAGES 50 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
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#define UDP_TIMEOUT (10*F1_0) // 10 seconds disconnect timeout
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#define UDP_MDATA_STOR_QUEUE_SIZE 500 // Store up to 500 MDATA packets
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#define UDP_OBJ_PACKETS_PER_FRAME 1
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// Following are static defines for the buffer size of various packets. IF you change the packets, you must change the size, too.
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#define UPKT_MAX_SIZE 1024 // Max size for a packet - just for the buffers
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#define UPKT_GAME_INFO_REQ_SIZE 11
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#define UPKT_SEQUENCE_SIZE 14
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#define UPKT_PING_SIZE 37
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#define UPKT_PONG_SIZE 10
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#define UPKT_MBUF_SIZE 454
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// UDP-Packet identificators (ubyte)
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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_GAME_INFO_REQ 2 // Requesting all info about a netgame.
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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_DUMP 6 // Packet containing why player cannot join this game.
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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_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_PONG 13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent.
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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_H 16 // Packet from Host to all Clients containing all players movement data.
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#define UPID_PDATA_C 17 // Packet from Client to Host containing his movement data.
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#define UPID_MDATA_P0 18 // Packet containing multi buffer from a player. Priority 0 - no ACK needed.
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#define UPID_MDATA_P1 19 // Packet containing multi buffer from a player. Priority 1 - ACK needed. Also contains pkt_num
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#define UPID_MDATA_ACK 20 // ACK packet for UPID_MDATA_P1.
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// Structure keeping lite game infos (for netlist, etc.)
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typedef struct UDP_netgame_info_lite
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{
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struct _sockaddr game_addr;
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fix GameID;
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short program_iver[3];
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char game_name[NETGAME_NAME_LEN+1];
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char mission_title[MISSION_NAME_LEN+1];
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char mission_name[9];
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int32_t levelnum;
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ubyte gamemode;
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ubyte RefusePlayers;
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ubyte difficulty;
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ubyte game_status;
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ubyte numconnected;
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ubyte max_numplayers;
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ubyte game_flags;
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ubyte team_vector;
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} __pack__ UDP_netgame_info_lite;
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typedef struct UDP_sequence_packet
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{
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ubyte type;
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netplayer_info player;
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} __pack__ UDP_sequence_packet;
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// player position packet structure
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typedef struct UDP_frame_info
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{
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ubyte type;
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ubyte Player_num;
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ubyte connected;
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ubyte obj_render_type;
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shortpos pos;
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} __pack__ UDP_frame_info;
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// packet structure for multi-buffer
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typedef struct UDP_mdata_info
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{
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ubyte type;
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ubyte Player_num;
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uint32_t pkt_num;
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ushort mbuf_size;
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ubyte mbuf[UPKT_MBUF_SIZE];
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} __pack__ UDP_mdata_info;
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// structure to store MDATA to maybe resend
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typedef struct UDP_mdata_store
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{
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int used;
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fix64 pkt_initial_timestamp; // initial timestamp to see if packet is outdated
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fix64 pkt_timestamp[MAX_PLAYERS]; // Packet timestamp
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int pkt_num; // Packet number
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ubyte Player_num; // sender of this packet
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ubyte player_ack[MAX_PLAYERS]; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
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ubyte data[UPKT_MBUF_SIZE]; // extra data of a packet - contains all multibuf data we don't want to loose
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ushort data_size;
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} __pack__ UDP_mdata_store;
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// structure to keep track of MDATA packets we've already got
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typedef struct UDP_mdata_recv
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{
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int pkt_num[UDP_MDATA_STOR_QUEUE_SIZE];
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int cur_slot; // index we can use for a new pkt_num
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} __pack__ UDP_mdata_recv;
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