dhewm3/neo/framework/async/AsyncNetwork.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

191 lines
7.3 KiB
C++

/*
===========================================================================
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__
#include "idlib/BitMsg.h"
#include "framework/async/MsgChannel.h"
#include "framework/async/AsyncClient.h"
#include "framework/async/AsyncServer.h"
#include "framework/Compressor.h"
#include "framework/Licensee.h"
#include "framework/CVarSystem.h"
#include "framework/UsercmdGen.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__ */