mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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202 lines
7.4 KiB
C
202 lines
7.4 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MSGCHANNEL_H__
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#define __MSGCHANNEL_H__
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/*
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===============================================================================
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Network channel.
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Handles message fragmentation and out of order / duplicate suppression.
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Unreliable messages are not garrenteed to arrive but when they do, they
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arrive in order and without duplicates. Reliable messages always arrive,
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and they also arrive in order without duplicates. Reliable messages piggy
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back on unreliable messages. As such an unreliable message stream is
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required for the reliable messages to be delivered.
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===============================================================================
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*/
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#define MAX_MESSAGE_SIZE 16384 // max length of a message, which may
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// be fragmented into multiple packets
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#define CONNECTIONLESS_MESSAGE_ID -1 // id for connectionless messages
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#define CONNECTIONLESS_MESSAGE_ID_MASK 0x7FFF // value to mask away connectionless message id
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#define MAX_MSG_QUEUE_SIZE 16384 // must be a power of 2
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class idMsgQueue {
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public:
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idMsgQueue();
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void Init( int sequence );
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bool Add( const byte *data, const int size );
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bool Get( byte *data, int &size );
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int GetTotalSize( void ) const;
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int GetSpaceLeft( void ) const;
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int GetFirst( void ) const { return first; }
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int GetLast( void ) const { return last; }
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void CopyToBuffer( byte *buf ) const;
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private:
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byte buffer[MAX_MSG_QUEUE_SIZE];
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int first; // sequence number of first message in queue
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int last; // sequence number of last message in queue
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int startIndex; // index pointing to the first byte of the first message
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int endIndex; // index pointing to the first byte after the last message
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void WriteByte( byte b );
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byte ReadByte( void );
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void WriteShort( int s );
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int ReadShort( void );
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void WriteLong( int l );
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int ReadLong( void );
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void WriteData( const byte *data, const int size );
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void ReadData( byte *data, const int size );
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};
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class idMsgChannel {
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public:
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idMsgChannel();
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void Init( const netadr_t adr, const int id );
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void Shutdown( void );
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void ResetRate( void );
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// Sets the maximum outgoing rate.
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void SetMaxOutgoingRate( int rate ) { maxRate = rate; }
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// Gets the maximum outgoing rate.
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int GetMaxOutgoingRate( void ) { return maxRate; }
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// Returns the address of the entity at the other side of the channel.
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netadr_t GetRemoteAddress( void ) const { return remoteAddress; }
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// Returns the average outgoing rate over the last second.
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int GetOutgoingRate( void ) const { return outgoingRateBytes; }
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// Returns the average incoming rate over the last second.
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int GetIncomingRate( void ) const { return incomingRateBytes; }
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// Returns the average outgoing compression ratio over the last second.
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float GetOutgoingCompression( void ) const { return outgoingCompression; }
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// Returns the average incoming compression ratio over the last second.
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float GetIncomingCompression( void ) const { return incomingCompression; }
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// Returns the average incoming packet loss over the last 5 seconds.
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float GetIncomingPacketLoss( void ) const;
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// Returns true if the channel is ready to send new data based on the maximum rate.
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bool ReadyToSend( const int time ) const;
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// Sends an unreliable message, in order and without duplicates.
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int SendMessage( idPort &port, const int time, const idBitMsg &msg );
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// Sends the next fragment if the last message was too large to send at once.
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void SendNextFragment( idPort &port, const int time );
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// Returns true if there are unsent fragments left.
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bool UnsentFragmentsLeft( void ) const { return unsentFragments; }
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// Processes the incoming message. Returns true when a complete message
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// is ready for further processing. In that case the read pointer of msg
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// points to the first byte ready for reading, and sequence is set to
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// the sequence number of the message.
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bool Process( const netadr_t from, int time, idBitMsg &msg, int &sequence );
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// Sends a reliable message, in order and without duplicates.
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bool SendReliableMessage( const idBitMsg &msg );
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// Returns true if a new reliable message is available and stores the message.
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bool GetReliableMessage( idBitMsg &msg );
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// Removes any pending outgoing or incoming reliable messages.
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void ClearReliableMessages( void );
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private:
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netadr_t remoteAddress; // address of remote host
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int id; // our identification used instead of port number
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int maxRate; // maximum number of bytes that may go out per second
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idCompressor * compressor; // compressor used for data compression
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// variables to control the outgoing rate
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int lastSendTime; // last time data was sent out
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int lastDataBytes; // bytes left to send at last send time
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// variables to keep track of the rate
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int outgoingRateTime;
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int outgoingRateBytes;
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int incomingRateTime;
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int incomingRateBytes;
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// variables to keep track of the compression ratio
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float outgoingCompression;
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float incomingCompression;
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// variables to keep track of the incoming packet loss
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float incomingReceivedPackets;
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float incomingDroppedPackets;
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int incomingPacketLossTime;
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// sequencing variables
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int outgoingSequence;
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int incomingSequence;
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// outgoing fragment buffer
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bool unsentFragments;
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int unsentFragmentStart;
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byte unsentBuffer[MAX_MESSAGE_SIZE];
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idBitMsg unsentMsg;
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// incoming fragment assembly buffer
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int fragmentSequence;
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int fragmentLength;
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byte fragmentBuffer[MAX_MESSAGE_SIZE];
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// reliable messages
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idMsgQueue reliableSend;
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idMsgQueue reliableReceive;
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private:
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void WriteMessageData( idBitMsg &out, const idBitMsg &msg );
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bool ReadMessageData( idBitMsg &out, const idBitMsg &msg );
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void UpdateOutgoingRate( const int time, const int size );
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void UpdateIncomingRate( const int time, const int size );
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void UpdatePacketLoss( const int time, const int numReceived, const int numDropped );
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};
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#endif /* !__MSGCHANNEL_H__ */
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