mirror of
https://github.com/Shpoike/Quakespasm.git
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273 lines
7.7 KiB
C
273 lines
7.7 KiB
C
/*
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* net_defs.h -- functions and data private to the network layer
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* net_sys.h and its dependencies must be included before net_defs.h.
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*
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* Copyright (C) 1996-1997 Id Software, Inc.
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* Copyright (C) 2005-2012 O.Sezer <sezero@users.sourceforge.net>
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*
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* This program 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 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef __NET_DEFS_H
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#define __NET_DEFS_H
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struct qsockaddr
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{
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#if defined(HAVE_SA_LEN)
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unsigned char qsa_len;
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unsigned char qsa_family;
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#else
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short qsa_family;
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#endif /* BSD, sockaddr */
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unsigned char qsa_data[62];
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};
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#define NET_HEADERSIZE (2 * sizeof(unsigned int))
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#define NET_DATAGRAMSIZE (MAX_DATAGRAM + NET_HEADERSIZE)
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// NetHeader flags
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#define NETFLAG_LENGTH_MASK 0x0000ffff
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#define NETFLAG_DATA 0x00010000
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#define NETFLAG_ACK 0x00020000
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#define NETFLAG_NAK 0x00040000
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#define NETFLAG_EOM 0x00080000
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#define NETFLAG_UNRELIABLE 0x00100000
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#define NETFLAG_CTL 0x80000000
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#if (NETFLAG_LENGTH_MASK & NET_MAXMESSAGE) != NET_MAXMESSAGE
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#error "NET_MAXMESSAGE must fit within NETFLAG_LENGTH_MASK"
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#endif
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#define NET_PROTOCOL_VERSION 3
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/**
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This is the network info/connection protocol. It is used to find Quake
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servers, get info about them, and connect to them. Once connected, the
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Quake game protocol (documented elsewhere) is used.
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General notes:
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game_name is currently always "QUAKE", but is there so this same protocol
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can be used for future games as well; can you say Quake2?
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CCREQ_CONNECT
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string game_name "QUAKE"
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byte net_protocol_version NET_PROTOCOL_VERSION
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CCREQ_SERVER_INFO
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string game_name "QUAKE"
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byte net_protocol_version NET_PROTOCOL_VERSION
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CCREQ_PLAYER_INFO
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byte player_number
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CCREQ_RULE_INFO
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string rule
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CCREP_ACCEPT
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long port
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CCREP_REJECT
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string reason
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CCREP_SERVER_INFO
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string server_address
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string host_name
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string level_name
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byte current_players
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byte max_players
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byte protocol_version NET_PROTOCOL_VERSION
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CCREP_PLAYER_INFO
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byte player_number
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string name
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long colors
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long frags
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long connect_time
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string address
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CCREP_RULE_INFO
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string rule
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string value
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note:
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There are two address forms used above. The short form is just a
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port number. The address that goes along with the port is defined as
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"whatever address you receive this reponse from". This lets us use
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the host OS to solve the problem of multiple host addresses (possibly
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with no routing between them); the host will use the right address
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when we reply to the inbound connection request. The long from is
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a full address and port in a string. It is used for returning the
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address of a server that is not running locally.
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**/
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#define CCREQ_CONNECT 0x01
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#define CCREQ_SERVER_INFO 0x02
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#define CCREQ_PLAYER_INFO 0x03
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#define CCREQ_RULE_INFO 0x04
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#define CCREQ_RCON 0x05
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#define CCREP_ACCEPT 0x81
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#define CCREP_REJECT 0x82
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#define CCREP_SERVER_INFO 0x83
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#define CCREP_PLAYER_INFO 0x84
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#define CCREP_RULE_INFO 0x85
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#define CCREP_RCON 0x86
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typedef struct qsocket_s
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{
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struct qsocket_s *next;
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double connecttime;
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double lastMessageTime;
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double lastSendTime;
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qboolean isvirtual; //qsocket is emulated by the network layer (closing will not close any system sockets).
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qboolean disconnected;
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qboolean canSend;
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qboolean sendNext;
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int driver;
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int landriver;
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sys_socket_t socket;
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void *driverdata;
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unsigned int ackSequence;
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unsigned int sendSequence;
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unsigned int unreliableSendSequence;
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int sendMessageLength;
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byte sendMessage [NET_MAXMESSAGE];
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unsigned int receiveSequence;
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unsigned int unreliableReceiveSequence;
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int receiveMessageLength;
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byte receiveMessage [NET_MAXMESSAGE];
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struct qsockaddr addr;
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char trueaddress[NET_NAMELEN]; //lazy address string
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char maskedaddress[NET_NAMELEN]; //addresses for this player that may be displayed publically
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qboolean proquake_angle_hack; //1 if we're trying, 2 if the server acked.
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int max_datagram; //32000 for local, 1442 for 666, 1024 for 15. this is for reliable fragments.
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int pending_max_datagram; //don't change the mtu if we're resending, as that would confuse the peer.
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} qsocket_t;
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extern qsocket_t *net_activeSockets;
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extern qsocket_t *net_freeSockets;
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extern int net_numsockets;
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typedef struct
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{
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const char *name;
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qboolean initialized;
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sys_socket_t controlSock;
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sys_socket_t (*Init) (void);
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void (*Shutdown) (void);
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sys_socket_t (*Listen) (qboolean state);
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int (*QueryAddresses) (qhostaddr_t *addresses, int maxaddresses);
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sys_socket_t (*Open_Socket) (int port);
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int (*Close_Socket) (sys_socket_t socketid);
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int (*Connect) (sys_socket_t socketid, struct qsockaddr *addr);
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sys_socket_t (*CheckNewConnections) (void);
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int (*Read) (sys_socket_t socketid, byte *buf, int len, struct qsockaddr *addr);
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int (*Write) (sys_socket_t socketid, byte *buf, int len, struct qsockaddr *addr);
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int (*Broadcast) (sys_socket_t socketid, byte *buf, int len);
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const char * (*AddrToString) (struct qsockaddr *addr, qboolean masked);
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int (*StringToAddr) (const char *string, struct qsockaddr *addr);
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int (*GetSocketAddr) (sys_socket_t socketid, struct qsockaddr *addr);
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int (*GetNameFromAddr) (struct qsockaddr *addr, char *name);
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int (*GetAddrFromName) (const char *name, struct qsockaddr *addr);
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int (*AddrCompare) (struct qsockaddr *addr1, struct qsockaddr *addr2);
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int (*GetSocketPort) (struct qsockaddr *addr);
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int (*SetSocketPort) (struct qsockaddr *addr, int port);
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sys_socket_t listeningSock;
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} net_landriver_t;
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#define MAX_NET_DRIVERS 8
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extern net_landriver_t net_landrivers[];
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extern const int net_numlandrivers;
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typedef struct
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{
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const char *name;
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qboolean initialized;
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int (*Init) (void);
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void (*Listen) (qboolean state);
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int (*QueryAddresses) (qhostaddr_t *addresses, int maxaddresses);
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qboolean (*SearchForHosts) (qboolean xmit);
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qsocket_t *(*Connect) (const char *host);
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qsocket_t *(*CheckNewConnections) (void);
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qsocket_t *(*QGetAnyMessage) (void);
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int (*QGetMessage) (qsocket_t *sock);
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int (*QSendMessage) (qsocket_t *sock, sizebuf_t *data);
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int (*SendUnreliableMessage) (qsocket_t *sock, sizebuf_t *data);
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qboolean (*CanSendMessage) (qsocket_t *sock);
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qboolean (*CanSendUnreliableMessage) (qsocket_t *sock);
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void (*Close) (qsocket_t *sock);
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void (*Shutdown) (void);
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} net_driver_t;
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extern net_driver_t net_drivers[];
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extern const int net_numdrivers;
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/* Loop driver must always be registered the first */
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#define IS_LOOP_DRIVER(p) ((p) == 0)
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extern int net_driverlevel;
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extern int messagesSent;
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extern int messagesReceived;
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extern int unreliableMessagesSent;
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extern int unreliableMessagesReceived;
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qsocket_t *NET_NewQSocket (void);
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void NET_FreeQSocket(qsocket_t *);
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double SetNetTime(void);
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#define HOSTCACHESIZE 128 //fixme: make dynamic.
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typedef struct
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{
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char name[64];
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char map[16];
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char gamedir[16];
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char cname[NET_NAMELEN];
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int users;
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int maxusers;
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int driver;
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int ldriver;
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struct qsockaddr addr;
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} hostcache_t;
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extern size_t hostCacheCount;
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extern hostcache_t hostcache[HOSTCACHESIZE];
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typedef struct _PollProcedure
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{
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struct _PollProcedure *next;
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double nextTime;
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void (*procedure)(void *);
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void *arg;
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} PollProcedure;
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void SchedulePollProcedure(PollProcedure *pp, double timeOffset);
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#endif /* __NET_DEFS_H */
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