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