raze-gles/source/rr/src/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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef netplay_h_
#define netplay_h_
#ifdef _WIN32
// include this before enet does
# define NEED_WINSOCK2_H
# include "windows_inc.h"
#endif
#include "enet.h"
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BEGIN_RR_NS
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// net packet specification/compatibility version
#define NETVERSION 1
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 enet_uint16 g_netPort;
#ifndef NETCODE_DISABLE
extern int32_t g_networkMode;
#else
#define g_networkMode 0
#endif
extern int32_t g_netIndex;
extern int32_t lastsectupdate[MAXSECTORS];
extern int32_t lastupdate[MAXSPRITES];
extern int32_t lastwallupdate[MAXWALLS];
extern int16_t g_netStatnums[];
#define NET_REVISIONS 64
enum netchan_t
{
CHAN_REROUTE,
CHAN_GAME,
//CHAN_MOVE, // unreliable movement packets
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CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc
CHAN_CHAT, // chat and RTS
//CHAN_MISC, // whatever else
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CHAN_MAX
};
enum ServicePacket_t
{
SERVICEPACKET_TYPE_SENDTOID,
};
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enum DukePacket_t
{
PACKET_TYPE_MASTER_TO_SLAVE,
PACKET_TYPE_SLAVE_TO_MASTER,
PACKET_TYPE_BROADCAST,
SERVER_GENERATED_BROADCAST,
//PACKET_TYPE_VERSION,
/* don't change anything above this line */
//PACKET_TYPE_MESSAGE,
//
//PACKET_TYPE_NEW_GAME,
//PACKET_TYPE_RTS,
//PACKET_TYPE_MENU_LEVEL_QUIT,
//PACKET_TYPE_WEAPON_CHOICE,
//PACKET_TYPE_PLAYER_OPTIONS,
//PACKET_TYPE_PLAYER_NAME,
//PACKET_TYPE_INIT_SETTINGS,
//
//PACKET_TYPE_USER_MAP,
//
//PACKET_TYPE_MAP_VOTE,
//PACKET_TYPE_MAP_VOTE_INITIATE,
//PACKET_TYPE_MAP_VOTE_CANCEL,
//
//PACKET_TYPE_LOAD_GAME,
PACKET_TYPE_NULL_PACKET,
PACKET_TYPE_PLAYER_READY,
//PACKET_TYPE_FRAGLIMIT_CHANGED,
//PACKET_TYPE_EOL,
//PACKET_TYPE_QUIT = 255, // should match mmulti I think
//PACKET_MASTER_TO_SLAVE,
//PACKET_SLAVE_TO_MASTER,
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PACKET_NUM_PLAYERS,
PACKET_PLAYER_INDEX,
PACKET_PLAYER_DISCONNECTED,
//PACKET_PLAYER_SPAWN,
//PACKET_FRAG,
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PACKET_ACK,
PACKET_AUTH,
//PACKET_PLAYER_PING,
//PACKET_PLAYER_READY,
//PACKET_MAP_STREAM,
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// 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_GAME_STARTED,
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DISC_VERSION_MISMATCH,
DISC_INVALID,
DISC_SERVER_QUIT,
DISC_SERVER_FULL,
DISC_KICKED,
DISC_BANNED
};
enum netmode_t
{
NET_CLIENT = 0,
NET_SERVER,
//NET_DEDICATED_CLIENT, // client on dedicated server
//NET_DEDICATED_SERVER
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};
#define MAXSYNCBYTES 16
#define SYNCFIFOSIZ 1024
// TENSW: on really bad network connections, the sync FIFO queue can overflow if it is the
// same size as the move fifo.
#if MOVEFIFOSIZ >= SYNCFIFOSIZ
#error "MOVEFIFOSIZ is greater than or equal to SYNCFIFOSIZ!"
#endif
extern char syncstat[MAXSYNCBYTES];
extern char g_szfirstSyncMsg[MAXSYNCBYTES][60];
extern int g_numSyncBytes;
extern int g_foundSyncError;
extern int syncvaltail, syncvaltottail;
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#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)
extern newgame_t pendingnewgame;
#ifndef NETCODE_DISABLE
// Sync
void initsynccrc(void);
char Net_PlayerSync(void);
char Net_PlayerSync2(void);
char Net_ActorSync(void);
char Net_WeaponSync(void);
char Net_MapSync(void);
char Net_RandomSync(void);
void Net_GetSyncStat(void);
void Net_DisplaySyncMsg(void);
void Net_AddSyncInfoToPacket(int* j);
void Net_GetSyncInfoFromPacket(uint8_t* packbuf, int packbufleng, int* j, int otherconnectindex);
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// Connect/Disconnect
void Net_Connect(const char *srvaddr);
void Net_Disconnect(void);
void Net_ReceiveDisconnect(ENetEvent *event);
// Packet Handlers
#endif
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void Net_ClearFIFO(void);
void Net_GetInput(void);
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void Net_GetPackets(void);
#ifndef NETCODE_DISABLE
void Net_SendPacket(int32_t dest, uint8_t* pbuf, int32_t packbufleng);
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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_SendAcknowledge(ENetPeer *client);
void Net_ReceiveAcknowledge(uint8_t *pbuf, int32_t packbufleng);
void Net_SendChallenge();
void Net_ReceiveChallenge(uint8_t *pbuf, int32_t packbufleng, ENetEvent *event);
void Net_SendNewPlayer(int32_t newplayerindex);
void Net_ReceiveNewPlayer(uint8_t *pbuf, int32_t packbufleng);
void Net_SendPlayerIndex(int32_t index, ENetPeer *peer);
void Net_ReceivePlayerIndex(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);
//netmapstate_t *Net_GetRevision(uint8_t revision, uint8_t cancreate);
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//void Net_SendMapUpdate(void);
//void Net_ReceiveMapUpdate(ENetEvent *event);
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//void Net_FillMapDiff(uint32_t fromRevision, uint32_t toRevision);
//void Net_SaveMapState(netmapstate_t *save);
//void Net_RestoreMapState();
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//void Net_CopyToNet(int32_t i, netactor_t *netactor);
//void Net_CopyFromNet(int32_t i, netactor_t *netactor);
//int32_t Net_ActorsAreDifferent(netactor_t *actor1, netactor_t *actor2);
//int32_t Net_IsRelevantSprite(int32_t i);
//int32_t Net_IsRelevantStat(int32_t stat);
//int32_t Net_InsertSprite(int32_t sect, int32_t stat);
//void Net_DeleteSprite(int32_t spritenum);
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//void Net_FillPlayerUpdate(playerupdate_t *update, int32_t player);
//void Net_ExtractPlayerUpdate(playerupdate_t *update, int32_t type);
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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_NotifyNewGame();
void Net_SendNewGame(int32_t frommenu, ENetPeer *peer);
void Net_ReceiveNewGame(ENetEvent* event);
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void Net_FillNewGame(newgame_t *newgame, int32_t frommenu);
void Net_ExtractNewGame(newgame_t *newgame, int32_t menuonly);
void Net_SendMapVoteInitiate(void);
void Net_ReceiveMapVoteInitiate(uint8_t *pbuf);
void Net_SendMapVote(int32_t votefor);
void Net_ReceiveMapVote(uint8_t *pbuf);
void Net_CheckForEnoughVotes();
void Net_SendMapVoteCancel(int32_t failed);
void Net_ReceiveMapVoteCancel(uint8_t *pbuf);
//////////
void Net_ResetPrediction(void);
void Net_DoPrediction(void);
void Net_CorrectPrediction(void);
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void Net_SpawnPlayer(int32_t player);
void Net_SyncPlayer(ENetEvent *event);
void Net_WaitForEverybody(void);
void Net_Update(void);
void Net_PostPacket(ENetPacket *packet);
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void faketimerhandler(void);
void Net_SendTaunt(int ridiculeNum);
void Net_SendRTS(int ridiculeNum);
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#else
/* NETCODE_ENABLE is not defined */
// Connect/Disconnect
#define Net_Connect(...) ((void)0)
#define Net_Disconnect(...) ((void)0)
#define Net_ReceiveDisconnect(...) ((void)0)
// Packet Handlers
#define Net_HandleServerPackets(...) ((void)0)
#define Net_HandleClientPackets(...) ((void)0)
#define Net_ParseClientPacket(...) ((void)0)
#define Net_ParseServerPacket(...) ((void)0)
#define Net_ParsePacketCommon(...) ((void)0)
#define Net_SendAcknowledge(...) ((void)0)
#define Net_ReceiveAcknowledge(...) ((void)0)
#define Net_SendChallenge(...) ((void)0)
#define Net_ReceiveChallenge(...) ((void)0)
#define Net_SendNewPlayer(...) ((void)0)
#define Net_ReceiveNewPlayer(...) ((void)0)
#define Net_SendPlayerIndex(...) ((void)0)
#define Net_ReceivePlayerIndex(...) ((void)0)
#define Net_SendClientInfo(...) ((void)0)
#define Net_ReceiveClientInfo(...) ((void)0)
#define Net_SendUserMapName(...) ((void)0)
#define Net_ReceiveUserMapName(...) ((void)0)
#define Net_SendClientSync(...) ((void)0)
#define Net_ReceiveClientSync(...) ((void)0)
#define Net_SendMapUpdate(...) ((void)0)
#define Net_ReceiveMapUpdate(...) ((void)0)
#define Net_FillPlayerUpdate(...) ((void)0)
#define Net_ExtractPlayerUpdate(...) ((void)0)
#define Net_SendServerUpdates(...) ((void)0)
#define Net_ReceiveServerUpdate(...) ((void)0)
#define Net_SendClientUpdate(...) ((void)0)
#define Net_ReceiveClientUpdate(...) ((void)0)
#define Net_SendMessage(...) ((void)0)
#define Net_ReceiveMessage(...) ((void)0)
#define Net_StartNewGame(...) ((void)0)
#define Net_SendNewGame(...) ((void)0)
#define Net_ReceiveNewGame(...) ((void)0)
#define Net_FillNewGame(...) ((void)0)
#define Net_ExtractNewGame(...) ((void)0)
#define Net_SendMapVoteInitiate(...) ((void)0)
#define Net_ReceiveMapVoteInitiate(...) ((void)0)
#define Net_SendMapVote(...) ((void)0)
#define Net_ReceiveMapVote(...) ((void)0)
#define Net_CheckForEnoughVotes(...) ((void)0)
#define Net_SendMapVoteCancel(...) ((void)0)
#define Net_ReceiveMapVoteCancel(...) ((void)0)
//////////
#define Net_ResetPrediction(...) ((void)0)
#define Net_DoPrediction(...) ((void)0)
#define Net_CorrectPrediction(...) ((void)0)
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#define Net_RestoreMapState(...) ((void)0)
#define Net_SyncPlayer(...) ((void)0)
#define Net_WaitForServer(...) ((void)0)
#define Net_ActorsAreDifferent(...) 0
#define Net_IsRelevantSprite(...) 0
#define Net_IsRelevantStat(...) 0
#define Net_InsertSprite(...) 0
#define Net_DeleteSprite(...) ((void)0)
#define Net_NotifyNewGame(...) ((void)0)
#define Net_SendTaunt(...) ((void)0)
#define Net_SendRTS(...) ((void)0)
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#endif
END_RR_NS
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#endif // netplay_h_