quakeforge/include/netmain.h
Bill Currie b529bae048 Some more netmain documentation.
I think I now understand enough to be able to start merging the low-level
networking code.
2011-07-29 12:41:46 +09:00

451 lines
11 KiB
C

/*
netmain.h
@description@
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef __net_h
#define __net_h
#include "QF/quakeio.h"
#include "QF/sizebuf.h"
/** \defgroup nq-net NetQuake network support.
\ingroup network
*/
//@{
struct qsockaddr {
short qsa_family;
unsigned char qsa_data[14];
};
#define NET_NAMELEN 64
#define NET_MAXMESSAGE 32000
#define NET_HEADERSIZE (2 * sizeof(unsigned int))
#define NET_DATAGRAMSIZE (MAX_DATAGRAM + NET_HEADERSIZE)
/** \name NetHeader flags
*/
//@{
#define NETFLAG_LENGTH_MASK 0x0000ffff
#define NETFLAG_DATA 0x00010000
#define NETFLAG_ACK 0x00020000
#define NETFLAG_NAK 0x00040000
#define NETFLAG_EOM 0x00080000
#define NETFLAG_UNRELIABLE 0x00100000
#define NETFLAG_CTL 0x80000000
//@}
#define NET_PROTOCOL_VERSION 3
/** \name Connection Protocol
This is the network info/connection protocol. It is used to find Quake
servers, get info about them, and connect to them. Once connected, the
Quake game protocol (documented elsewhere) is used.
General notes:
\note There are two address forms used. The short form is just a
port number. The address that goes along with the port is defined as
"whatever address you receive this reponse from". This lets us use
the host OS to solve the problem of multiple host addresses (possibly
with no routing between them); the host will use the right address
when we reply to the inbound connection request. The long from is
a full address and port in a string. It is used for returning the
address of a server that is not running locally.
*/
//@{
/** Connect Request:
\arg \b string \c game_name \em "QUAKE"
\arg \b byte \c net_protocol_version \em NET_PROTOCOL_VERSION
\note \c game_name is currently always "QUAKE", but is there so this
same protocol can be used for future games as well
*/
#define CCREQ_CONNECT 0x01
/** Connect Request:
\arg \b string \c game_name \em "QUAKE"
\arg \b byte \c net_protocol_version \em NET_PROTOCOL_VERSION
\note \c game_name is currently always "QUAKE", but is there so this
same protocol can be used for future games as well
*/
#define CCREQ_SERVER_INFO 0x02
/** Connect Request:
\arg \b byte \c player_number
*/
#define CCREQ_PLAYER_INFO 0x03
/** Connect Request:
\arg \b string \c rule
*/
#define CCREQ_RULE_INFO 0x04
/** Connect Reply:
\arg \b long \c port
*/
#define CCREP_ACCEPT 0x81
/** Connect Reply:
\arg \b string \c reason
*/
#define CCREP_REJECT 0x82
/** Connect Reply:
\arg \b string \c server_address
\arg \b string \c host_name
\arg \b string \c level_name
\arg \b byte \c current_players
\arg \b byte \c max_players
\arg \b byte \c protocol_version \em NET_PROTOCOL_VERSION
*/
#define CCREP_SERVER_INFO 0x83
/** Connect Reply:
\arg \b byte \c player_number
\arg \b string \c name
\arg \b long \c colors
\arg \b long \c frags
\arg \b long \c connect_time
\arg \b string \c address
*/
#define CCREP_PLAYER_INFO 0x84
/** Connect Reply:
\arg \b string \c rule
\arg \b string \c value
*/
#define CCREP_RULE_INFO 0x85
//@}
typedef struct qsocket_s {
struct qsocket_s *next;
/// \name socket timing
//@{
double connecttime; ///< Time client connected.
double lastMessageTime; ///< Time last message was received.
double lastSendTime; ///< Time last message was sent.
//@}
/// \name socket status
//@{
qboolean disconnected; ///< Socket is not in use.
qboolean canSend; ///< Socket can send a message.
qboolean sendNext;
//@}
/// \name socket drivers
//@{
int driver; ///< Net driver used by this socket.
int landriver; ///< Lan driver used by this socket.
int socket; ///< Lan driver socket handle.
void *driverdata; ///< Net driver private data.
//@}
/// \name message transmission
//@{
unsigned int ackSequence;
unsigned int sendSequence;
unsigned int unreliableSendSequence;
int sendMessageLength;
byte sendMessage[NET_MAXMESSAGE];
//@}
/// \name message reception
//@{
unsigned int receiveSequence;
unsigned int unreliableReceiveSequence;
int receiveMessageLength;
byte receiveMessage[NET_MAXMESSAGE];
//@}
/// \name socket address
//@{
struct qsockaddr addr;
char address[NET_NAMELEN]; ///< Human readable form.
//@}
} qsocket_t;
/** \name socket management
*/
//@{
extern qsocket_t *net_activeSockets;
extern qsocket_t *net_freeSockets;
extern int net_numsockets;
//@}
#define MAX_NET_DRIVERS 8
extern int DEFAULTnet_hostport;
extern int net_hostport;
extern int net_driverlevel;
/** \name message statistics
*/
//@{
extern int messagesSent;
extern int messagesReceived;
extern int unreliableMessagesSent;
extern int unreliableMessagesReceived;
//@}
/** Create and initialize a new qsocket.
Called by drivers when a new communications endpoint is required.
The sequence and buffer fields will be filled in properly.
\return The qsocket representing the connection.
*/
qsocket_t *NET_NewQSocket (void);
/** Destroy a qsocket.
\param sock The qsocket representing the connection.
*/
void NET_FreeQSocket(qsocket_t *sock);
/** Cache the system time for the network sub-system.
\return The current time.
*/
double SetNetTime(void);
#define HOSTCACHESIZE 8
typedef struct {
char name[16];
char map[16];
char cname[32];
int users;
int maxusers;
int driver;
int ldriver;
struct qsockaddr addr;
} hostcache_t;
extern int hostCacheCount;
extern hostcache_t hostcache[HOSTCACHESIZE];
extern double net_time;
extern struct msg_s *net_message;
extern int net_activeconnections;
/** Initialize the networking sub-system.
*/
void NET_Init (void);
/** Shutdown the networking sub-system.
*/
void NET_Shutdown (void);
/** Check for new connections.
\return Pointer to the qsocket for the new connection if there
is one, otherwise null.
*/
struct qsocket_s *NET_CheckNewConnections (void);
/** Connect to a host.
\param host The name of the host to which will be connected.
\return Pointer to the qsocket representing the connection, or
null if unable to connect.
*/
struct qsocket_s *NET_Connect (const char *host);
/** Check if a message can be sent to the connection.
\param sock The qsocket representing the connection.
\return True if the message can be sent.
*/
qboolean NET_CanSendMessage (qsocket_t *sock);
/** Read a single message from the connection into net_message.
If there is a complete message, return it in net_message.
\param sock The qsocket representing the connection.
\return 0 if no data is waiting.
\return 1 if a message was received.
\return -1 if the connection died.
*/
int NET_GetMessage (struct qsocket_s *sock);
/** Send a single reliable message to the connection.
Try to send a complete length+message unit over the reliable stream.
\param sock The qsocket representing the connection.
\param data The message to send.
\return 0 if the message connot be delivered reliably, but the
connection is still considered valid
\return 1 if the message was sent properly
\return -1 if the connection died
*/
int NET_SendMessage (struct qsocket_s *sock, sizebuf_t *data);
/** Send a single unreliable message to the connection.
\param sock The qsocket representing the connection.
\param data The message to send.
\return 1 if the message was sent properly
\return -1 if the connection died
*/
int NET_SendUnreliableMessage (struct qsocket_s *sock, sizebuf_t *data);
/** Send a reliable message to all attached clients.
\param data The message to send.
\param blocktime The blocking timeout in seconds.
\return The number of clients to which the message could not be
sent before the timeout.
*/
int NET_SendToAll(sizebuf_t *data, double blocktime);
/** Close a connection.
If a dead connection is returned by a get or send function, this function
should be called when it is convenient.
Server calls when a client is kicked off for a game related misbehavior
like an illegal protocal conversation. Client calls when disconnecting
from a server.
A netcon_t number will not be reused until this function is called for it
\param sock The qsocket representing the connection.
*/
void NET_Close (struct qsocket_s *sock);
/** Run any current poll procedures.
*/
void NET_Poll(void);
typedef struct _PollProcedure {
struct _PollProcedure *next;
double nextTime;
void (*procedure)(void *);
void *arg;
} PollProcedure;
/** Schedule a poll procedure to run.
The poll procedure will be called by NET_Poll() no earlier than
"now"+timeOffset.
\param pp The poll procedure to shedule.
\param timeOffset The time offset from "now" at which the procedure
will be run.
*/
void SchedulePollProcedure(PollProcedure *pp, double timeOffset);
extern qboolean tcpipAvailable;
extern char my_tcpip_address[NET_NAMELEN];
extern qboolean slistInProgress;
extern qboolean slistSilent;
extern qboolean slistLocal;
extern struct cvar_s *hostname;
extern QFile *vcrFile;
//@}
/** \defgroup nq-ld NetQuake lan drivers.
\ingroup nq-net
*/
//@{
typedef struct {
const char *name;
qboolean initialized;
int controlSock;
int (*Init) (void);
void (*Shutdown) (void);
void (*Listen) (qboolean state);
int (*OpenSocket) (int port);
int (*CloseSocket) (int socket);
int (*Connect) (int socket, struct qsockaddr *addr);
int (*CheckNewConnections) (void);
int (*Read) (int socket, byte *buf, int len, struct qsockaddr *addr);
int (*Write) (int socket, byte *buf, int len, struct qsockaddr *addr);
int (*Broadcast) (int socket, byte *buf, int len);
const char * (*AddrToString) (struct qsockaddr *addr);
int (*StringToAddr) (const char *string, struct qsockaddr *addr);
int (*GetSocketAddr) (int socket, struct qsockaddr *addr);
int (*GetNameFromAddr) (struct qsockaddr *addr, char *name);
int (*GetAddrFromName) (const char *name, struct qsockaddr *addr);
int (*AddrCompare) (struct qsockaddr *addr1, struct qsockaddr *addr2);
int (*GetSocketPort) (struct qsockaddr *addr);
int (*SetSocketPort) (struct qsockaddr *addr, int port);
} net_landriver_t;
extern int net_numlandrivers;
extern net_landriver_t net_landrivers[MAX_NET_DRIVERS];
//@}
/** \defgroup nq-nd NetQuake network drivers.
\ingroup nq-net
*/
//@{
typedef struct {
const char *name;
qboolean initialized;
int (*Init) (void);
void (*Listen) (qboolean state);
void (*SearchForHosts) (qboolean xmit);
qsocket_t *(*Connect) (const char *host);
qsocket_t *(*CheckNewConnections) (void);
int (*QGetMessage) (qsocket_t *sock);
int (*QSendMessage) (qsocket_t *sock, sizebuf_t *data);
int (*SendUnreliableMessage) (qsocket_t *sock, sizebuf_t *data);
qboolean (*CanSendMessage) (qsocket_t *sock);
qboolean (*CanSendUnreliableMessage) (qsocket_t *sock);
void (*Close) (qsocket_t *sock);
void (*Shutdown) (void);
int controlSock;
} net_driver_t;
extern int net_numdrivers;
extern net_driver_t net_drivers[MAX_NET_DRIVERS];
//@}
#endif // __net_h