raze/source/common/engine/i_net.h

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#ifndef __I_NET_H__
#define __I_NET_H__
#include <stdint.h>
// Called by D_DoomMain.
int I_InitNetwork (void);
void I_NetCmd (void);
void I_NetMessage(const char*, ...);
void I_NetProgress(int val);
void I_NetInit(const char* msg, int num);
bool I_NetLoop(bool (*timer_callback)(void*), void* userdata);
void I_NetDone();
enum ENetConstants
{
MAXNETNODES = 8, // max computers in a game
DOOMCOM_ID = 0x12345678,
BACKUPTICS = 36, // number of tics to remember
MAXTICDUP = 5,
LOCALCMDTICS =(BACKUPTICS*MAXTICDUP),
MAX_MSGLEN = 14000,
CMD_SEND = 1,
CMD_GET = 2,
};
// [RH]
// New generic packet structure:
//
// Header:
// One byte with following flags.
// One byte with starttic
// One byte with master's maketic (master -> slave only!)
// If NCMD_RETRANSMIT set, one byte with retransmitfrom
// If NCMD_XTICS set, one byte with number of tics (minus 3, so theoretically up to 258 tics in one packet)
// If NCMD_QUITTERS, one byte with number of players followed by one byte with each player's consolenum
// If NCMD_MULTI, one byte with number of players followed by one byte with each player's consolenum
// - The first player's consolenum is not included in this list, because it always matches the sender
//
// For each tic:
// Two bytes with consistancy check, followed by tic data
//
// Setup packets are different, and are described just before D_ArbitrateNetStart().
enum ENCMD
{
NCMD_EXIT = 0x80,
NCMD_RETRANSMIT = 0x40,
NCMD_SETUP = 0x20,
NCMD_MULTI = 0x10, // multiple players in this packet
NCMD_QUITTERS = 0x08, // one or more players just quit (packet server only)
NCMD_COMPRESSED = 0x04, // remainder of packet is compressed
NCMD_XTICS = 0x03, // packet contains >2 tics
NCMD_2TICS = 0x02, // packet contains 2 tics
NCMD_1TICS = 0x01, // packet contains 1 tic
NCMD_0TICS = 0x00, // packet contains 0 tics
};
//
// Network packet data.
//
struct doomcom_t
{
uint32_t id; // should be DOOMCOM_ID
int16_t intnum; // DOOM executes an int to execute commands
// communication between DOOM and the driver
int16_t command; // CMD_SEND or CMD_GET
int16_t remotenode; // dest for send, set by get (-1 = no packet).
int16_t datalength; // bytes in data to be sent
// info common to all nodes
int16_t numnodes; // console is always node 0.
int16_t ticdup; // 1 = no duplication, 2-5 = dup for slow nets
// info specific to this node
int16_t consoleplayer;
int16_t numplayers;
// packet data to be sent
uint8_t data[MAX_MSGLEN];
};
extern doomcom_t doomcom;
extern bool netgame, multiplayer;
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extern int consoleplayer;
#endif