// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Networking stuff. // //----------------------------------------------------------------------------- #ifndef __D_NET__ #define __D_NET__ #include "doomtype.h" #include "doomdef.h" #include "d_protocol.h" // // Network play related stuff. // There is a data struct that stores network // communication related stuff, and another // one that defines the actual packets to // be transmitted. // #define DOOMCOM_ID 0x12345678l #define MAXNETNODES 8 // max computers in a game #define BACKUPTICS 36 // number of tics to remember #define MAXTICDUP 5 #define LOCALCMDTICS (BACKUPTICS*MAXTICDUP) #ifdef DJGPP // The DOS drivers provide a pretty skimpy buffer. // Probably not enough. #define MAX_MSGLEN (BACKUPTICS*10) #else #define MAX_MSGLEN 14000 #endif #define CMD_SEND 1 #define CMD_GET 2 // // 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 doomdata 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 #ifdef DJGPP int16_t pad[5]; // keep things aligned for DOS drivers #endif // info specific to this node int16_t consoleplayer; int16_t numplayers; #ifdef DJGPP int16_t angleoffset; // does not work, but needed to preserve int16_t drone; // alignment for DOS drivers #endif // packet data to be sent uint8_t data[MAX_MSGLEN]; }; class FDynamicBuffer { public: FDynamicBuffer (); ~FDynamicBuffer (); void SetData (const uint8_t *data, int len); uint8_t *GetData (int *len = NULL); private: uint8_t *m_Data; int m_Len, m_BufferLen; }; extern FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS]; // Create any new ticcmds and broadcast to other players. void NetUpdate (void); // Broadcasts special packets to other players // to notify of game exit void D_QuitNetGame (void); //? how many ticks to run? void TryRunTics (void); //Use for checking to see if the netgame has stalled void Net_CheckLastReceived(int); // [RH] Functions for making and using special "ticcmds" void Net_NewMakeTic (); void Net_WriteByte (uint8_t); void Net_WriteWord (short); void Net_WriteLong (int); void Net_WriteFloat (float); void Net_WriteString (const char *); void Net_WriteBytes (const uint8_t *, int len); void Net_DoCommand (int type, uint8_t **stream, int player); void Net_SkipCommand (int type, uint8_t **stream); void Net_ClearBuffers (); // Netgame stuff (buffers and pointers, i.e. indices). // This is the interface to the packet driver, a separate program // in DOS, but just an abstraction here. extern doomcom_t doomcom; extern struct ticcmd_t localcmds[LOCALCMDTICS]; extern int maketic; extern int nettics[MAXNETNODES]; extern int netdelay[MAXNETNODES][BACKUPTICS]; extern int nodeforplayer[MAXPLAYERS]; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; // [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(). #define NCMD_EXIT 0x80 #define NCMD_RETRANSMIT 0x40 #define NCMD_SETUP 0x20 #define NCMD_MULTI 0x10 // multiple players in this packet #define NCMD_QUITTERS 0x08 // one or more players just quit (packet server only) #define NCMD_COMPRESSED 0x04 // remainder of packet is compressed #define NCMD_XTICS 0x03 // packet contains >2 tics #define NCMD_2TICS 0x02 // packet contains 2 tics #define NCMD_1TICS 0x01 // packet contains 1 tic #define NCMD_0TICS 0x00 // packet contains 0 tics #endif