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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-18 02:31:31 +00:00
e50f0e18ba
Having sockaddr and friends in a header file was bad news for portability (especially windows).
457 lines
11 KiB
C
457 lines
11 KiB
C
/*
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netmain.h
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __net_h
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#define __net_h
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#include "QF/quakeio.h"
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#include "QF/sizebuf.h"
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/** \defgroup nq-net NetQuake network support.
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\ingroup network
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*/
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//@{
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typedef struct
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{
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//FIXME not yet ready for ipv6
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//#ifdef HAVE_IPV6
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// byte ip[16];
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//#else
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byte ip[4];
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//#endif
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unsigned short port;
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unsigned short family;
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} netadr_t;
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#define NET_NAMELEN 64
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#define NET_MAXMESSAGE 32000
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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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/** \name NetHeader flags
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*/
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//@{
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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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//@}
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#define NET_PROTOCOL_VERSION 3
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/** \name Connection Protocol
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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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\note There are two address forms used. 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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//@{
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/** Connect Request:
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\arg \b string \c game_name \em "QUAKE"
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\arg \b byte \c net_protocol_version \em NET_PROTOCOL_VERSION
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\note \c game_name is currently always "QUAKE", but is there so this
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same protocol can be used for future games as well
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*/
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#define CCREQ_CONNECT 0x01
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/** Connect Request:
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\arg \b string \c game_name \em "QUAKE"
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\arg \b byte \c net_protocol_version \em NET_PROTOCOL_VERSION
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\note \c game_name is currently always "QUAKE", but is there so this
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same protocol can be used for future games as well
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*/
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#define CCREQ_SERVER_INFO 0x02
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/** Connect Request:
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\arg \b byte \c player_number
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*/
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#define CCREQ_PLAYER_INFO 0x03
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/** Connect Request:
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\arg \b string \c rule
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*/
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#define CCREQ_RULE_INFO 0x04
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/** Connect Reply:
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\arg \b long \c port The port which the client is to use for further
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communication.
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*/
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#define CCREP_ACCEPT 0x81
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/** Connect Reply:
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\arg \b string \c reason
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*/
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#define CCREP_REJECT 0x82
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/** Connect Reply:
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\arg \b string \c server_address
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\arg \b string \c host_name
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\arg \b string \c level_name
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\arg \b byte \c current_players
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\arg \b byte \c max_players
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\arg \b byte \c protocol_version \em NET_PROTOCOL_VERSION
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*/
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#define CCREP_SERVER_INFO 0x83
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/** Connect Reply:
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\arg \b byte \c player_number
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\arg \b string \c name
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\arg \b long \c colors
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\arg \b long \c frags
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\arg \b long \c connect_time
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\arg \b string \c address
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*/
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#define CCREP_PLAYER_INFO 0x84
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/** Connect Reply:
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\arg \b string \c rule
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\arg \b string \c value
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*/
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#define CCREP_RULE_INFO 0x85
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//@}
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typedef struct qsocket_s {
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struct qsocket_s *next;
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/// \name socket timing
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//@{
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double connecttime; ///< Time client connected.
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double lastMessageTime; ///< Time last message was received.
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double lastSendTime; ///< Time last message was sent.
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//@}
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/// \name socket status
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//@{
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qboolean disconnected; ///< Socket is not in use.
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qboolean canSend; ///< Socket can send a message.
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qboolean sendNext;
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//@}
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/// \name socket drivers
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//@{
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int driver; ///< Net driver used by this socket.
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int landriver; ///< Lan driver used by this socket.
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int socket; ///< Lan driver socket handle.
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void *driverdata; ///< Net driver private data.
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//@}
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/// \name message transmission
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//@{
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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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//@}
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/// \name message reception
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//@{
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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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//@}
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/// \name socket address
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//@{
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netadr_t addr;
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char address[NET_NAMELEN]; ///< Human readable form.
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//@}
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} qsocket_t;
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/** \name socket management
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*/
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//@{
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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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//@}
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#define MAX_NET_DRIVERS 8
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extern int DEFAULTnet_hostport;
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extern int net_hostport;
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extern int net_driverlevel;
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/** \name message statistics
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*/
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//@{
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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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//@}
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/** Create and initialize a new qsocket.
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Called by drivers when a new communications endpoint is required.
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The sequence and buffer fields will be filled in properly.
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\return The qsocket representing the connection.
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*/
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qsocket_t *NET_NewQSocket (void);
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/** Destroy a qsocket.
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\param sock The qsocket representing the connection.
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*/
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void NET_FreeQSocket(qsocket_t *sock);
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/** Cache the system time for the network sub-system.
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\return The current time.
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*/
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double SetNetTime(void);
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#define HOSTCACHESIZE 8
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typedef struct {
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char name[16];
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char map[16];
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char cname[32];
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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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netadr_t addr;
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} hostcache_t;
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extern int hostCacheCount;
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extern hostcache_t hostcache[HOSTCACHESIZE];
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extern double net_time;
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extern struct msg_s *net_message;
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extern int net_activeconnections;
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/** Initialize the networking sub-system.
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*/
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void NET_Init (void);
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/** Shutdown the networking sub-system.
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*/
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void NET_Shutdown (void);
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/** Check for new connections.
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\return Pointer to the qsocket for the new connection if there
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is one, otherwise null.
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*/
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struct qsocket_s *NET_CheckNewConnections (void);
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/** Connect to a host.
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\param host The name of the host to which will be connected.
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\return Pointer to the qsocket representing the connection, or
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null if unable to connect.
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*/
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struct qsocket_s *NET_Connect (const char *host);
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/** Check if a message can be sent to the connection.
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\param sock The qsocket representing the connection.
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\return True if the message can be sent.
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*/
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qboolean NET_CanSendMessage (qsocket_t *sock);
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/** Read a single message from the connection into net_message.
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If there is a complete message, return it in net_message.
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\param sock The qsocket representing the connection.
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\return 0 if no data is waiting.
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\return 1 if a message was received.
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\return -1 if the connection died.
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*/
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int NET_GetMessage (struct qsocket_s *sock);
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/** Send a single reliable message to the connection.
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Try to send a complete length+message unit over the reliable stream.
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\param sock The qsocket representing the connection.
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\param data The message to send.
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\return 0 if the message connot be delivered reliably, but the
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connection is still considered valid
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\return 1 if the message was sent properly
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\return -1 if the connection died
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*/
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int NET_SendMessage (struct qsocket_s *sock, sizebuf_t *data);
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/** Send a single unreliable message to the connection.
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\param sock The qsocket representing the connection.
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\param data The message to send.
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\return 1 if the message was sent properly
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\return -1 if the connection died
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*/
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int NET_SendUnreliableMessage (struct qsocket_s *sock, sizebuf_t *data);
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/** Send a reliable message to all attached clients.
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\param data The message to send.
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\param blocktime The blocking timeout in seconds.
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\return The number of clients to which the message could not be
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sent before the timeout.
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*/
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int NET_SendToAll(sizebuf_t *data, double blocktime);
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/** Close a connection.
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If a dead connection is returned by a get or send function, this function
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should be called when it is convenient.
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Server calls when a client is kicked off for a game related misbehavior
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like an illegal protocal conversation. Client calls when disconnecting
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from a server.
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A netcon_t number will not be reused until this function is called for it
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\param sock The qsocket representing the connection.
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*/
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void NET_Close (struct qsocket_s *sock);
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/** Run any current poll procedures.
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*/
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void NET_Poll(void);
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typedef struct _PollProcedure {
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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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/** Schedule a poll procedure to run.
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The poll procedure will be called by NET_Poll() no earlier than
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"now"+timeOffset.
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\param pp The poll procedure to shedule.
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\param timeOffset The time offset from "now" at which the procedure
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will be run.
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*/
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void SchedulePollProcedure(PollProcedure *pp, double timeOffset);
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extern qboolean tcpipAvailable;
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extern char my_tcpip_address[NET_NAMELEN];
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extern qboolean slistInProgress;
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extern qboolean slistSilent;
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extern qboolean slistLocal;
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extern struct cvar_s *hostname;
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extern QFile *vcrFile;
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//@}
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/** \defgroup nq-ld NetQuake lan drivers.
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\ingroup nq-net
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*/
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//@{
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typedef struct {
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const char *name;
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qboolean initialized;
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int controlSock;
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int (*Init) (void);
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void (*Shutdown) (void);
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void (*Listen) (qboolean state);
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int (*OpenSocket) (int port);
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int (*CloseSocket) (int socket);
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int (*Connect) (int socket, netadr_t *addr);
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int (*CheckNewConnections) (void);
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int (*Read) (int socket, byte *buf, int len, netadr_t *addr);
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int (*Write) (int socket, byte *buf, int len, netadr_t *addr);
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int (*Broadcast) (int socket, byte *buf, int len);
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const char * (*AddrToString) (netadr_t *addr);
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int (*GetSocketAddr) (int socket, netadr_t *addr);
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int (*GetNameFromAddr) (netadr_t *addr, char *name);
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int (*GetAddrFromName) (const char *name, netadr_t *addr);
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int (*AddrCompare) (netadr_t *addr1, netadr_t *addr2);
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int (*GetSocketPort) (netadr_t *addr);
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int (*SetSocketPort) (netadr_t *addr, int port);
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} net_landriver_t;
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extern int net_numlandrivers;
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extern net_landriver_t net_landrivers[MAX_NET_DRIVERS];
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//@}
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/** \defgroup nq-nd NetQuake network drivers.
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\ingroup nq-net
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*/
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//@{
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typedef struct {
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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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void (*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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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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int controlSock;
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} net_driver_t;
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extern int net_numdrivers;
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extern net_driver_t net_drivers[MAX_NET_DRIVERS];
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//@}
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#endif // __net_h
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