dxx-rebirth/common/main/net_udp.h

172 lines
7.8 KiB
C++

/*
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
* 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
#ifdef dsx
namespace dsx {
int net_udp_setup_game(void);
}
#endif
void net_udp_manual_join_game();
void net_udp_list_join_game();
int net_udp_objnum_is_past(objnum_t objnum);
#ifdef dsx
namespace dsx {
void net_udp_do_frame(int force, int listen);
}
#endif
void net_udp_send_data(const ubyte * ptr, int len, int priority );
#ifdef dsx
namespace dsx {
void net_udp_leave_game();
int net_udp_endlevel(int *secret);
}
#endif
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
// Our default port - easy to remember: D = 4, X = 24, X = 24
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 "dxxtracker.hopto.org"
#endif
constexpr uint16_t TRACKER_PORT_DEFAULT = 9999;
#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
#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.
#define UPID_TRACKER_GAMEINFO 24 // Packet containing info about a game
#define UPID_TRACKER_ACK 25 // An ACK packet from the tracker
#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
#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<UDP_netgame_info_lite>
{
struct _sockaddr game_addr;
array<short, 3> program_iver;
fix GameID;
uint16_t TrackerGameID;
ntstring<NETGAME_NAME_LEN> game_name;
ntstring<MISSION_NAME_LEN> 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;
};
#endif
struct UDP_sequence_packet : prohibit_void_ptr<UDP_sequence_packet>
{
ubyte type;
netplayer_info player;
};
// packet structure for multi-buffer
struct UDP_mdata_info : prohibit_void_ptr<UDP_mdata_info>
{
ubyte type;
ubyte Player_num;
uint16_t mbuf_size;
uint32_t pkt_num;
array<uint8_t, UPID_MDATA_BUF_SIZE> mbuf;
};
// structure to store MDATA to maybe resend
struct UDP_mdata_store : prohibit_void_ptr<UDP_mdata_store>
{
fix64 pkt_initial_timestamp; // initial timestamp to see if packet is outdated
array<fix64, MAX_PLAYERS> pkt_timestamp; // Packet timestamp
array<uint32_t, MAX_PLAYERS> pkt_num; // Packet number
sbyte used;
ubyte Player_num; // sender of this packet
uint16_t data_size;
array<uint8_t, MAX_PLAYERS> player_ack; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
array<uint8_t, UPID_MDATA_BUF_SIZE> 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<UDP_mdata_check>
{
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
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