//------------------------------------------------------------------------- /* 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" 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 enet_uint16 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]; #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) #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) extern newgame_t pendingnewgame; #ifndef NETCODE_DISABLE // Connect/Disconnect void Net_Connect(const char *srvaddr); void Net_Disconnect(void); void Net_ReceiveDisconnect(ENetEvent *event); // Packet Handlers #endif void Net_GetPackets(void); #ifndef NETCODE_DISABLE 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); #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_SendVersion(...) ((void)0) #define Net_RecieveVersion(...) ((void)0) #define Net_SendChallenge(...) ((void)0) #define Net_RecieveChallenge(...) ((void)0) #define Net_SendNewPlayer(...) ((void)0) #define Net_RecieveNewPlayer(...) ((void)0) #define Net_SendPlayerIndex(...) ((void)0) #define Net_RecievePlayerIndex(...) ((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_RecieveMapVoteInitiate(...) ((void)0) #define Net_SendMapVote(...) ((void)0) #define Net_RecieveMapVote(...) ((void)0) #define Net_CheckForEnoughVotes(...) ((void)0) #define Net_SendMapVoteCancel(...) ((void)0) #define Net_RecieveMapVoteCancel(...) ((void)0) ////////// #define Net_ResetPrediction(...) ((void)0) #define Net_RestoreMapState(...) ((void)0) #define Net_SyncPlayer(...) ((void)0) #define Net_WaitForServer(...) ((void)0) #endif #endif // __netplay_h__