dxx-rebirth/main/net_udp.h

131 lines
5.7 KiB
C

/*
*
* Prototypes for UDP-protocol network management functions.
*
*/
#include "multi.h"
// Exported functions
void net_udp_start_game(void);
void net_udp_manual_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
#define UDP_PORT_DEFAULT 42424 // Our default port - easy to remember: D = 4, X = 24, X = 24
#define UDP_REQ_ID "D2XR" // ID string for a request packet
#define UDP_MAX_NETGAMES 600
#define UDP_NETGAMES_PPAGE 12 // Netgames on one page of Netlist
#define UDP_NETGAMES_PAGES 50 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
#define UDP_TIMEOUT (10*F1_0) // 10 seconds disconnect timeout
#define UDP_MDATA_STOR_QUEUE_SIZE 500 // Store up to 500 MDATA packets
#define UDP_OBJ_PACKETS_PER_FRAME 20
// Following are static defines for the buffer size of various packets. IF you change the packets, you must change the size, too.
#define UPKT_MAX_SIZE 1024 // Max size for a packet - just for the buffers
#define UPKT_GAME_INFO_REQ_SIZE 9
#define UPKT_SEQUENCE_SIZE 14
#define UPKT_PING_SIZE 33
#define UPKT_PONG_SIZE 6
#define UPKT_MBUF_SIZE 454
// UDP-Packet identificators (ubyte).
#define UPID_VERSION_DENY 1 // Netgame join or info has been denied due to version difference.
#define UPID_GAME_INFO_REQ 2 // Requesting all info about a netgame.
#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_DUMP 6 // Packet containing why player cannot join this game.
#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_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_PONG 13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent.
#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_H 16 // Packet from Host to all Clients containing all players movement data.
#define UPID_PDATA_C 17 // Packet from Client to Host containing his movement data.
#define UPID_MDATA_P0 18 // Packet containing multi buffer from a player. Priority 0 - no ACK needed.
#define UPID_MDATA_P1 19 // Packet containing multi buffer from a player. Priority 1 - ACK needed. Also contains pkt_num
#define UPID_MDATA_ACK 20 // ACK packet for UPID_MDATA_P1.
// Structure keeping lite game infos (for netlist, etc.)
typedef struct UDP_netgame_info_lite
{
struct _sockaddr game_addr;
int program_iver;
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 numplayers;
ubyte max_numplayers;
ubyte game_flags;
ubyte team_vector;
} __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;
ubyte obj_render_type;
shortpos pos;
} __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[UPKT_MBUF_SIZE];
} __pack__ UDP_mdata_info;
// structure to store MDATA to maybe resend
typedef struct UDP_mdata_store
{
int used;
fix pkt_initial_timestamp; // initial timestamp to see if packet is outdated
fix 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[UPKT_MBUF_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;