SRB2/src/d_net.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_net.h
/// \brief part of layer 4 (transport) (tp4) of the osi model
/// assure the reception of packet and proceed a checksums
///
/// There is a data struct that stores network communication related
/// stuff, and one that defines the actual packets to be transmitted
#ifndef __D_NET__
#define __D_NET__
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// Max computers in a game
// 127 is probably as high as this can go, because
// SINT8 is used for nodes sometimes >:(
#define MAXNETNODES 127
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#define BROADCASTADDR MAXNETNODES
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#define MAXSPLITSCREENPLAYERS 2 // Max number of players on a single computer
//#define NETSPLITSCREEN // Kart's splitscreen netgame feature
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#define STATLENGTH (TICRATE*2)
// stat of net
extern INT32 ticruned, ticmiss;
extern INT32 getbps, sendbps;
extern float lostpercent, duppercent, gamelostpercent;
extern INT32 packetheaderlength;
boolean Net_GetNetStat(void);
extern INT32 getbytes;
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extern INT64 sendbytes; // Realtime updated
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extern SINT8 nodetoplayer[MAXNETNODES];
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extern SINT8 nodetoplayer2[MAXNETNODES]; // Say the numplayer for this node if any (splitscreen)
extern UINT8 playerpernode[MAXNETNODES]; // Used specially for splitscreen
extern boolean nodeingame[MAXNETNODES]; // Set false as nodes leave game
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extern boolean serverrunning;
INT32 Net_GetFreeAcks(boolean urgent);
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void Net_AckTicker(void);
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// If reliable return true if packet sent, 0 else
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boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum,
size_t packetlength);
boolean HGetPacket(void);
void D_SetDoomcom(void);
#ifndef NONET
void D_SaveBan(void);
#endif
boolean D_CheckNetGame(void);
void D_CloseConnection(void);
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void Net_UnAcknowledgePacket(INT32 node);
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void Net_CloseConnection(INT32 node);
void Net_ConnectionTimeout(INT32 node);
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void Net_AbortPacketType(UINT8 packettype);
void Net_SendAcks(INT32 node);
void Net_WaitAllAckReceived(UINT32 timeout);
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#endif