raze/polymer/eduke32/source/net.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __netplay_h__
#define __netplay_h__
#include "enet/enet.h"
#define NET_REVISIONS 64
enum netchan_t
{
CHAN_MOVE, // unreliable movement packets
CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc
CHAN_SYNC, // client join sync packets
CHAN_CHAT, // chat and RTS
CHAN_MISC, // whatever else
CHAN_MAX
};
enum DukePacket_t
{
PACKET_MASTER_TO_SLAVE,
PACKET_SLAVE_TO_MASTER,
PACKET_NUM_PLAYERS,
PACKET_PLAYER_INDEX,
PACKET_PLAYER_DISCONNECTED,
PACKET_PLAYER_SPAWN,
PACKET_FRAG,
PACKET_REQUEST_GAMESTATE,
PACKET_VERSION,
PACKET_AUTH,
PACKET_PLAYER_PING,
PACKET_PLAYER_READY,
PACKET_MAP_STREAM,
// any packet with an ID higher than PACKET_BROADCAST is rebroadcast by server
// so hacked clients can't create fake server packets and get the server to
// send them to everyone
// newer versions of the netcode also make this determination based on which
// channel the packet was broadcast on
PACKET_BROADCAST,
PACKET_NEW_GAME,
PACKET_RTS,
PACKET_CLIENT_INFO,
PACKET_MESSAGE,
PACKET_USER_MAP,
PACKET_MAP_VOTE,
PACKET_MAP_VOTE_INITIATE,
PACKET_MAP_VOTE_CANCEL,
};
enum netdisconnect_t
{
DISC_BAD_PASSWORD = 1,
DISC_KICKED,
DISC_BANNED
};
enum netmode_t
{
NET_CLIENT = 0,
NET_SERVER,
NET_DEDICATED_CLIENT, // client on dedicated server
NET_DEDICATED_SERVER
};
#pragma pack(push,1)
typedef struct {
uint32_t revision;
int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
int32_t animateptr[MAXANIMATES];
int32_t msx[2048], msy[2048];
int32_t randomseed, g_globalRandom;
int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
int16_t animatesect[MAXANIMATES];
int16_t cyclers[MAXCYCLERS][6];
int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
int16_t g_numAnimWalls;
int16_t g_numCyclers;
int16_t headspritesect[MAXSECTORS+1];
int16_t headspritestat[MAXSTATUS+1];
int16_t nextspritesect[MAXSPRITES];
int16_t nextspritestat[MAXSPRITES];
int16_t numsectors;
int16_t numwalls;
int16_t prevspritesect[MAXSPRITES];
int16_t prevspritestat[MAXSPRITES];
uint8_t g_earthquakeTime;
int8_t g_numPlayerSprites;
uint8_t scriptptrs[MAXSPRITES];
netactor_t actor[MAXSPRITES];
playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
animwalltype animwall[MAXANIMWALLS];
sectortype sector[MAXSECTORS];
spriteext_t spriteext[MAXSPRITES];
spritetype sprite[MAXSPRITES];
walltype wall[MAXWALLS];
uint32_t crc;
} netmapstate_t;
extern netmapstate_t *g_multiMapState[MAXPLAYERS];
extern netmapstate_t *g_multiMapRevisions[NET_REVISIONS];
#pragma pack(pop)
extern uint32_t g_netMapRevision;
extern ENetHost *g_netClient;
extern ENetHost *g_netServer;
extern ENetPeer *g_netClientPeer;
extern char g_netPassword[32];
extern int32_t g_netDisconnect;
extern int32_t g_netPlayersWaiting;
extern int32_t g_netPort;
extern int32_t g_networkMode;
extern int32_t lastsectupdate[MAXSECTORS];
extern int32_t lastupdate[MAXSPRITES];
extern int32_t lastwallupdate[MAXWALLS];
extern int16_t g_netStatnums[10];
#pragma pack(push,1)
typedef struct {
vec3_t pos;
vec3_t opos;
vec3_t vel;
int16_t ang;
int16_t horiz;
int16_t horizoff;
int16_t ping;
int16_t playerindex;
int16_t deadflag;
int16_t playerquitflag;
} playerupdate_t;
#pragma pack(pop)
#pragma pack(push,1)
typedef struct {
int8_t header;
int8_t connection;
int8_t level_number;
int8_t volume_number;
int8_t player_skill;
int8_t monsters_off;
int8_t respawn_monsters;
int8_t respawn_items;
int8_t respawn_inventory;
int8_t marker;
int8_t ffire;
int8_t noexits;
int8_t coop;
} newgame_t;
#pragma pack(pop)
newgame_t pendingnewgame;
// Connect/Disconnect
void Net_Connect(const char *srvaddr);
void Net_Disconnect(void);
void Net_ReceiveDisconnect(ENetEvent *event);
// Packet Handlers
void Net_GetPackets(void);
void Net_HandleServerPackets(void);
void Net_HandleClientPackets(void);
void Net_ParseClientPacket(ENetEvent *event);
void Net_ParseServerPacket(ENetEvent *event);
void Net_ParsePacketCommon(uint8_t *pbuf, int32_t packbufleng, int32_t serverpacketp);
void Net_SendVersion(ENetPeer *client);
void Net_RecieveVersion(uint8_t *pbuf, int32_t packbufleng);
void Net_SendChallenge();
void Net_RecieveChallenge(uint8_t *pbuf, int32_t packbufleng, ENetEvent *event);
void Net_SendNewPlayer(int32_t newplayerindex);
void Net_RecieveNewPlayer(uint8_t *pbuf, int32_t packbufleng);
void Net_SendPlayerIndex(int32_t index, ENetPeer *peer);
void Net_RecievePlayerIndex(uint8_t *pbuf, int32_t packbufleng);
void Net_SendClientInfo(void);
void Net_ReceiveClientInfo(uint8_t *pbuf, int32_t packbufleng, int32_t fromserver);
void Net_SendUserMapName(void);
void Net_ReceiveUserMapName(uint8_t *pbuf, int32_t packbufleng);
void Net_SendClientSync(ENetEvent *event, int32_t player);
void Net_ReceiveClientSync(ENetEvent *event);
void Net_SendMapUpdate(void);
void Net_ReceiveMapUpdate(uint8_t *pbuf, int32_t packbufleng);
void Net_FillPlayerUpdate(playerupdate_t *update, int32_t player);
void Net_ExtractPlayerUpdate(playerupdate_t *update);
void Net_SendServerUpdates(void);
void Net_ReceiveServerUpdate(ENetEvent *event);
void Net_SendClientUpdate(void);
void Net_ReceiveClientUpdate(ENetEvent *event);
void Net_SendMessage(void);
void Net_ReceiveMessage(uint8_t *pbuf, int32_t packbufleng);
void Net_StartNewGame();
void Net_SendNewGame(int32_t frommenu, ENetPeer *peer);
void Net_ReceiveNewGame(ENetEvent *event);
void Net_FillNewGame(newgame_t* newgame, int32_t frommenu);
void Net_ExtractNewGame(newgame_t* newgame, int32_t menuonly);
void Net_SendMapVoteInitiate(void);
void Net_RecieveMapVoteInitiate(uint8_t *pbuf);
void Net_SendMapVote(int32_t votefor);
void Net_RecieveMapVote(uint8_t *pbuf);
void Net_CheckForEnoughVotes();
void Net_SendMapVoteCancel(int32_t failed);
void Net_RecieveMapVoteCancel(uint8_t *pbuf);
//////////
void Net_ResetPrediction(void);
void Net_RestoreMapState(netmapstate_t *save);
void Net_SyncPlayer(ENetEvent *event);
void Net_WaitForServer(void);
void faketimerhandler(void);
#endif // __netplay_h__