/* =========================================================================== 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 __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 ¤tUserCmd, int frame, int time ); static bool UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t ¤tUserCmd ); // 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__ */