mirror of
https://github.com/dhewm/dhewm3.git
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79ad905e05
Excluding 3rd party files.
219 lines
7.9 KiB
C++
219 lines
7.9 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 __ASYNCNETWORK_H__
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#define __ASYNCNETWORK_H__
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/*
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DOOM III gold: 33
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1.1 beta patch: 34
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1.1 patch: 35
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1.2 XP: 36-39
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1.3 patch: 40
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1.3.1: 41
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*/
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const int ASYNC_PROTOCOL_MINOR = 41;
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const int ASYNC_PROTOCOL_VERSION = ( ASYNC_PROTOCOL_MAJOR << 16 ) + ASYNC_PROTOCOL_MINOR;
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#define MAJOR_VERSION(v) ( v >> 16 )
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const int MAX_ASYNC_CLIENTS = 32;
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const int MAX_USERCMD_BACKUP = 256;
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const int MAX_USERCMD_DUPLICATION = 25;
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const int MAX_USERCMD_RELAY = 10;
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// index 0 is hardcoded to be the idnet master
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// which leaves 4 to user customization
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const int MAX_MASTER_SERVERS = 5;
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const int MAX_NICKLEN = 32;
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// max number of servers that will be scanned for at a single IP address
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const int MAX_SERVER_PORTS = 8;
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// special game init ids
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const int GAME_INIT_ID_INVALID = -1;
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const int GAME_INIT_ID_MAP_LOAD = -2;
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#include "MsgChannel.h"
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#include "AsyncServer.h"
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#include "ServerScan.h"
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#include "AsyncClient.h"
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/*
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===============================================================================
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Asynchronous Networking.
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===============================================================================
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*/
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// unreliable server -> client messages
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enum {
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SERVER_UNRELIABLE_MESSAGE_EMPTY = 0,
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SERVER_UNRELIABLE_MESSAGE_PING,
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SERVER_UNRELIABLE_MESSAGE_GAMEINIT,
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SERVER_UNRELIABLE_MESSAGE_SNAPSHOT
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};
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// reliable server -> client messages
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enum {
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SERVER_RELIABLE_MESSAGE_PURE = 0,
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SERVER_RELIABLE_MESSAGE_RELOAD,
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SERVER_RELIABLE_MESSAGE_CLIENTINFO,
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SERVER_RELIABLE_MESSAGE_SYNCEDCVARS,
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SERVER_RELIABLE_MESSAGE_PRINT,
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SERVER_RELIABLE_MESSAGE_DISCONNECT,
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SERVER_RELIABLE_MESSAGE_APPLYSNAPSHOT,
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SERVER_RELIABLE_MESSAGE_GAME,
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SERVER_RELIABLE_MESSAGE_ENTERGAME
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};
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// unreliable client -> server messages
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enum {
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CLIENT_UNRELIABLE_MESSAGE_EMPTY = 0,
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CLIENT_UNRELIABLE_MESSAGE_PINGRESPONSE,
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CLIENT_UNRELIABLE_MESSAGE_USERCMD
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};
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// reliable client -> server messages
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enum {
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CLIENT_RELIABLE_MESSAGE_PURE = 0,
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CLIENT_RELIABLE_MESSAGE_CLIENTINFO,
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CLIENT_RELIABLE_MESSAGE_PRINT,
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CLIENT_RELIABLE_MESSAGE_DISCONNECT,
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CLIENT_RELIABLE_MESSAGE_GAME
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};
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// server print messages
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enum {
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SERVER_PRINT_MISC = 0,
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SERVER_PRINT_BADPROTOCOL,
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SERVER_PRINT_RCON,
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SERVER_PRINT_GAMEDENY,
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SERVER_PRINT_BADCHALLENGE
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};
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enum {
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SERVER_DL_REDIRECT = 1,
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SERVER_DL_LIST,
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SERVER_DL_NONE
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};
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enum {
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SERVER_PAK_NO = 0,
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SERVER_PAK_YES,
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SERVER_PAK_END
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};
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typedef struct master_s {
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idCVar * var;
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netadr_t address;
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bool resolved;
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} master_t;
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class idAsyncNetwork {
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public:
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idAsyncNetwork();
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static void Init( void );
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static void Shutdown( void );
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static bool IsActive( void ) { return ( server.IsActive() || client.IsActive() ); }
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static void RunFrame( void );
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static void WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base );
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static void ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base );
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static bool DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t ¤tUserCmd, int frame, int time );
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static bool UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t ¤tUserCmd );
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// returns true if the corresponding master is set to something (and could be resolved)
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static bool GetMasterAddress( int index, netadr_t &adr );
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// get the hardcoded idnet master, equivalent to GetMasterAddress( 0, .. )
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static netadr_t GetMasterAddress( void );
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static void GetNETServers( );
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static void ExecuteSessionCommand( const char *sessCmd );
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static idAsyncServer server;
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static idAsyncClient client;
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static idCVar verbose; // verbose output
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static idCVar allowCheats; // allow cheats
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static idCVar serverDedicated; // if set run a dedicated server
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static idCVar serverSnapshotDelay; // number of milliseconds between snapshots
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static idCVar serverMaxClientRate; // maximum outgoing rate to clients
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static idCVar clientMaxRate; // maximum rate from server requested by client
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static idCVar serverMaxUsercmdRelay; // maximum number of usercmds relayed to other clients
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static idCVar serverZombieTimeout; // time out in seconds for zombie clients
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static idCVar serverClientTimeout; // time out in seconds for connected clients
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static idCVar clientServerTimeout; // time out in seconds for server
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static idCVar serverDrawClient; // the server draws the view of this client
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static idCVar serverRemoteConsolePassword; // remote console password
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static idCVar clientPrediction; // how many additional milliseconds the clients runs ahead
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static idCVar clientMaxPrediction; // max milliseconds into the future a client can run prediction
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static idCVar clientUsercmdBackup; // how many usercmds the client sends from previous frames
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static idCVar clientRemoteConsoleAddress; // remote console address
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static idCVar clientRemoteConsolePassword; // remote console password
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static idCVar master0; // idnet master server
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static idCVar master1; // 1st master server
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static idCVar master2; // 2nd master server
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static idCVar master3; // 3rd master server
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static idCVar master4; // 4th master server
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static idCVar LANServer; // LAN mode
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static idCVar serverReloadEngine; // reload engine on map change instead of growing the referenced paks
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static idCVar serverAllowServerMod; // let a pure server start with a different game code than what is referenced in game code
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static idCVar idleServer; // serverinfo reply, indicates all clients are idle
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static idCVar clientDownload; // preferred download policy
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// same message used for offline check and network reply
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static void BuildInvalidKeyMsg( idStr &msg, bool valid[ 2 ] );
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private:
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static int realTime;
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static master_t masters[ MAX_MASTER_SERVERS]; // master1 etc.
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static void SpawnServer_f( const idCmdArgs &args );
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static void NextMap_f( const idCmdArgs &args );
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static void Connect_f( const idCmdArgs &args );
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static void Reconnect_f( const idCmdArgs &args );
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static void GetServerInfo_f( const idCmdArgs &args );
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static void GetLANServers_f( const idCmdArgs &args );
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static void ListServers_f( const idCmdArgs &args );
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static void RemoteConsole_f( const idCmdArgs &args );
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static void Heartbeat_f( const idCmdArgs &args );
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static void Kick_f( const idCmdArgs &args );
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static void CheckNewVersion_f( const idCmdArgs &args );
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static void UpdateUI_f( const idCmdArgs &args );
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};
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#endif /* !__ASYNCNETWORK_H__ */
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