quadrilateralcowboy/framework/async/AsyncNetwork.h

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __ASYNCNETWORK_H__
#define __ASYNCNETWORK_H__
/*
DOOM III gold: 33
1.1 beta patch: 34
1.1 patch: 35
1.2 XP: 36-39
1.3 patch: 40
1.3.1: 41
*/
const int ASYNC_PROTOCOL_MINOR = 41;
const int ASYNC_PROTOCOL_VERSION = ( ASYNC_PROTOCOL_MAJOR << 16 ) + ASYNC_PROTOCOL_MINOR;
#define MAJOR_VERSION(v) ( v >> 16 )
const int MAX_ASYNC_CLIENTS = 32;
const int MAX_USERCMD_BACKUP = 256;
const int MAX_USERCMD_DUPLICATION = 25;
const int MAX_USERCMD_RELAY = 10;
// index 0 is hardcoded to be the idnet master
// which leaves 4 to user customization
const int MAX_MASTER_SERVERS = 5;
const int MAX_NICKLEN = 32;
// max number of servers that will be scanned for at a single IP address
const int MAX_SERVER_PORTS = 8;
// special game init ids
const int GAME_INIT_ID_INVALID = -1;
const int GAME_INIT_ID_MAP_LOAD = -2;
#include "MsgChannel.h"
#include "AsyncServer.h"
#include "ServerScan.h"
#include "AsyncClient.h"
/*
===============================================================================
Asynchronous Networking.
===============================================================================
*/
// unreliable server -> client messages
enum {
SERVER_UNRELIABLE_MESSAGE_EMPTY = 0,
SERVER_UNRELIABLE_MESSAGE_PING,
SERVER_UNRELIABLE_MESSAGE_GAMEINIT,
SERVER_UNRELIABLE_MESSAGE_SNAPSHOT
};
// reliable server -> client messages
enum {
SERVER_RELIABLE_MESSAGE_PURE = 0,
SERVER_RELIABLE_MESSAGE_RELOAD,
SERVER_RELIABLE_MESSAGE_CLIENTINFO,
SERVER_RELIABLE_MESSAGE_SYNCEDCVARS,
SERVER_RELIABLE_MESSAGE_PRINT,
SERVER_RELIABLE_MESSAGE_DISCONNECT,
SERVER_RELIABLE_MESSAGE_APPLYSNAPSHOT,
SERVER_RELIABLE_MESSAGE_GAME,
SERVER_RELIABLE_MESSAGE_ENTERGAME
};
// unreliable client -> server messages
enum {
CLIENT_UNRELIABLE_MESSAGE_EMPTY = 0,
CLIENT_UNRELIABLE_MESSAGE_PINGRESPONSE,
CLIENT_UNRELIABLE_MESSAGE_USERCMD
};
// reliable client -> server messages
enum {
CLIENT_RELIABLE_MESSAGE_PURE = 0,
CLIENT_RELIABLE_MESSAGE_CLIENTINFO,
CLIENT_RELIABLE_MESSAGE_PRINT,
CLIENT_RELIABLE_MESSAGE_DISCONNECT,
CLIENT_RELIABLE_MESSAGE_GAME
};
// server print messages
enum {
SERVER_PRINT_MISC = 0,
SERVER_PRINT_BADPROTOCOL,
SERVER_PRINT_RCON,
SERVER_PRINT_GAMEDENY,
SERVER_PRINT_BADCHALLENGE
};
enum {
SERVER_DL_REDIRECT = 1,
SERVER_DL_LIST,
SERVER_DL_NONE
};
enum {
SERVER_PAK_NO = 0,
SERVER_PAK_YES,
SERVER_PAK_END
};
typedef struct master_s {
idCVar * var;
netadr_t address;
bool resolved;
} master_t;
class idAsyncNetwork {
public:
idAsyncNetwork();
static void Init( void );
static void Shutdown( void );
static bool IsActive( void ) { return ( server.IsActive() || client.IsActive() ); }
static void RunFrame( void );
static void WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base );
static void ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base );
static bool DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t &currentUserCmd, int frame, int time );
static bool UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t &currentUserCmd );
// returns true if the corresponding master is set to something (and could be resolved)
static bool GetMasterAddress( int index, netadr_t &adr );
// get the hardcoded idnet master, equivalent to GetMasterAddress( 0, .. )
static netadr_t GetMasterAddress( void );
static void GetNETServers( );
static void ExecuteSessionCommand( const char *sessCmd );
static idAsyncServer server;
static idAsyncClient client;
static idCVar verbose; // verbose output
static idCVar allowCheats; // allow cheats
static idCVar serverDedicated; // if set run a dedicated server
static idCVar serverSnapshotDelay; // number of milliseconds between snapshots
static idCVar serverMaxClientRate; // maximum outgoing rate to clients
static idCVar clientMaxRate; // maximum rate from server requested by client
static idCVar serverMaxUsercmdRelay; // maximum number of usercmds relayed to other clients
static idCVar serverZombieTimeout; // time out in seconds for zombie clients
static idCVar serverClientTimeout; // time out in seconds for connected clients
static idCVar clientServerTimeout; // time out in seconds for server
static idCVar serverDrawClient; // the server draws the view of this client
static idCVar serverRemoteConsolePassword; // remote console password
static idCVar clientPrediction; // how many additional milliseconds the clients runs ahead
static idCVar clientMaxPrediction; // max milliseconds into the future a client can run prediction
static idCVar clientUsercmdBackup; // how many usercmds the client sends from previous frames
static idCVar clientRemoteConsoleAddress; // remote console address
static idCVar clientRemoteConsolePassword; // remote console password
static idCVar master0; // idnet master server
static idCVar master1; // 1st master server
static idCVar master2; // 2nd master server
static idCVar master3; // 3rd master server
static idCVar master4; // 4th master server
static idCVar LANServer; // LAN mode
static idCVar serverReloadEngine; // reload engine on map change instead of growing the referenced paks
static idCVar serverAllowServerMod; // let a pure server start with a different game code than what is referenced in game code
static idCVar idleServer; // serverinfo reply, indicates all clients are idle
static idCVar clientDownload; // preferred download policy
// same message used for offline check and network reply
static void BuildInvalidKeyMsg( idStr &msg, bool valid[ 2 ] );
private:
static int realTime;
static master_t masters[ MAX_MASTER_SERVERS]; // master1 etc.
static void SpawnServer_f( const idCmdArgs &args );
static void NextMap_f( const idCmdArgs &args );
static void Connect_f( const idCmdArgs &args );
static void Reconnect_f( const idCmdArgs &args );
static void GetServerInfo_f( const idCmdArgs &args );
static void GetLANServers_f( const idCmdArgs &args );
static void ListServers_f( const idCmdArgs &args );
static void RemoteConsole_f( const idCmdArgs &args );
static void Heartbeat_f( const idCmdArgs &args );
static void Kick_f( const idCmdArgs &args );
static void CheckNewVersion_f( const idCmdArgs &args );
static void UpdateUI_f( const idCmdArgs &args );
};
#endif /* !__ASYNCNETWORK_H__ */