mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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221 lines
8.3 KiB
C++
221 lines
8.3 KiB
C++
/*
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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 __ASYNCCLIENT_H__
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#define __ASYNCCLIENT_H__
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/*
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===============================================================================
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Network Client for asynchronous networking.
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===============================================================================
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*/
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typedef enum {
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CS_DISCONNECTED,
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CS_PURERESTART,
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CS_CHALLENGING,
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CS_CONNECTING,
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CS_CONNECTED,
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CS_INGAME
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} clientState_t;
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typedef enum {
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AUTHKEY_BADKEY,
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AUTHKEY_GUID
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} authKeyMsg_t;
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typedef enum {
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AUTHKEY_BAD_INVALID,
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AUTHKEY_BAD_BANNED,
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AUTHKEY_BAD_INUSE,
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AUTHKEY_BAD_MSG
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} authBadKeyStatus_t;
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typedef enum {
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UPDATE_NONE,
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UPDATE_SENT,
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UPDATE_READY,
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UPDATE_DLING,
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UPDATE_DONE
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} clientUpdateState_t;
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typedef struct {
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idStr url;
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idStr filename;
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int size;
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int checksum;
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} pakDlEntry_t;
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class idAsyncClient {
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public:
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idAsyncClient();
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void Shutdown( void );
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bool InitPort( void );
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void ClosePort( void );
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void ConnectToServer( const netadr_t adr );
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void ConnectToServer( const char *address );
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void Reconnect( void );
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void DisconnectFromServer( void );
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void GetServerInfo( const netadr_t adr );
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void GetServerInfo( const char *address );
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void GetLANServers( void );
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void GetNETServers( void );
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void ListServers( void );
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void ClearServers( void );
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void RemoteConsole( const char *command );
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bool IsPortInitialized() { return clientPort.GetPort() != 0; }
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bool IsActive( void ) const { return active; }
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int GetLocalClientNum( void ) const { return clientNum; }
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int GetPrediction( void ) const;
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int GetTimeSinceLastPacket( void ) const;
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int GetOutgoingRate( void ) const;
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int GetIncomingRate( void ) const;
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float GetOutgoingCompression( void ) const;
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float GetIncomingCompression( void ) const;
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float GetIncomingPacketLoss( void ) const;
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int GetPredictedFrames( void ) const { return lastFrameDelta; }
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void RunFrame( void );
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void SendReliableGameMessage( const idBitMsg &msg );
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void SendVersionCheck( bool fromMenu = false );
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// pass NULL for the keys you don't care to auth for
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// returns false if internet link doesn't appear to be available
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bool SendAuthCheck( const char *cdkey, const char *xpkey );
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void PacifierUpdate( void );
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idServerScan serverList;
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//bc
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void SendBugreport(const char *text);
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private:
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bool active; // true if client is active
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int realTime; // absolute time
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int clientTime; // client local time
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idPort clientPort; // UDP port
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int clientId; // client identification
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int clientDataChecksum; // checksum of the data used by the client
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int clientNum; // client number on server
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clientState_t clientState; // client state
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int clientPrediction; // how far the client predicts ahead
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int clientPredictTime; // prediction time used to send user commands
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netadr_t serverAddress; // IP address of server
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int serverId; // server identification
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int serverChallenge; // challenge from server
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int serverMessageSequence; // sequence number of last server message
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netadr_t lastRconAddress; // last rcon address we emitted to
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int lastRconTime; // when last rcon emitted
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idMsgChannel channel; // message channel to server
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int lastConnectTime; // last time a connect message was sent
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int lastEmptyTime; // last time an empty message was sent
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int lastPacketTime; // last time a packet was received from the server
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int lastSnapshotTime; // last time a snapshot was received
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int snapshotSequence; // sequence number of the last received snapshot
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int snapshotGameFrame; // game frame number of the last received snapshot
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int snapshotGameTime; // game time of the last received snapshot
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int gameInitId; // game initialization identification
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int gameFrame; // local game frame
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int gameTime; // local game time
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int gameTimeResidual; // left over time from previous frame
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usercmd_t userCmds[MAX_USERCMD_BACKUP][MAX_ASYNC_CLIENTS];
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idUserInterface * guiNetMenu;
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clientUpdateState_t updateState;
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int updateSentTime;
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idStr updateMSG;
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idStr updateURL;
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bool updateDirectDownload;
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idStr updateFile;
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dlMime_t updateMime;
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idStr updateFallback;
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bool showUpdateMessage;
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backgroundDownload_t backgroundDownload;
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int dltotal;
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int dlnow;
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int lastFrameDelta;
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int dlRequest; // randomized number to keep track of the requests
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int dlChecksums[ MAX_PURE_PAKS ]; // 0-terminated, first element is the game pak checksum or 0
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int dlCount; // total number of paks we request download for ( including the game pak )
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idList<pakDlEntry_t>dlList; // list of paks to download, with url and name
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int currentDlSize;
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int totalDlSize; // for partial progress stuff
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void Clear( void );
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void ClearPendingPackets( void );
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void DuplicateUsercmds( int frame, int time );
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void SendUserInfoToServer( void );
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void SendEmptyToServer( bool force = false, bool mapLoad = false );
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void SendPingResponseToServer( int time );
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void SendUsercmdsToServer( void );
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void InitGame( int serverGameInitId, int serverGameFrame, int serverGameTime, const idDict &serverSI );
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void ProcessUnreliableServerMessage( const idBitMsg &msg );
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void ProcessReliableServerMessages( void );
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void ProcessChallengeResponseMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessConnectResponseMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessDisconnectMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessInfoResponseMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessPrintMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessServersListMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessAuthKeyMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessVersionMessage( const netadr_t from, const idBitMsg &msg );
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void ConnectionlessMessage( const netadr_t from, const idBitMsg &msg );
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void ProcessMessage( const netadr_t from, idBitMsg &msg );
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void SetupConnection( void );
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void ProcessPureMessage( const netadr_t from, const idBitMsg &msg );
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bool ValidatePureServerChecksums( const netadr_t from, const idBitMsg &msg );
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void ProcessReliableMessagePure( const idBitMsg &msg );
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static const char* HandleGuiCommand( const char *cmd );
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const char* HandleGuiCommandInternal( const char *cmd );
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void SendVersionDLUpdate( int state );
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void HandleDownloads( void );
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void Idle( void );
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int UpdateTime( int clamp );
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void ReadLocalizedServerString( const idBitMsg &msg, char* out, int maxLen );
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bool CheckTimeout( void );
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void ProcessDownloadInfoMessage( const netadr_t from, const idBitMsg &msg );
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int GetDownloadRequest( const int checksums[ MAX_PURE_PAKS ], int count, int gamePakChecksum );
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};
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#endif /* !__ASYNCCLIENT_H__ */
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