//------------------------------------------------------------------------- /* 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" BEGIN_RR_NS // 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 CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc CHAN_CHAT, // chat and RTS //CHAN_MISC, // whatever else CHAN_MAX }; enum ServicePacket_t { SERVICEPACKET_TYPE_SENDTOID, }; 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, PACKET_NUM_PLAYERS, PACKET_PLAYER_INDEX, PACKET_PLAYER_DISCONNECTED, //PACKET_PLAYER_SPAWN, //PACKET_FRAG, PACKET_ACK, 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_GAME_STARTED, 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 }; #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; #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); // Connect/Disconnect void Net_Connect(const char *srvaddr); void Net_Disconnect(void); void Net_ReceiveDisconnect(ENetEvent *event); // Packet Handlers #endif void Net_ClearFIFO(void); void Net_GetInput(void); void Net_GetPackets(void); #ifndef NETCODE_DISABLE void Net_SendPacket(int32_t dest, uint8_t* pbuf, int32_t packbufleng); 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); //void Net_SendMapUpdate(void); //void Net_ReceiveMapUpdate(ENetEvent *event); //void Net_FillMapDiff(uint32_t fromRevision, uint32_t toRevision); //void Net_SaveMapState(netmapstate_t *save); //void Net_RestoreMapState(); //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); //void Net_FillPlayerUpdate(playerupdate_t *update, int32_t player); //void Net_ExtractPlayerUpdate(playerupdate_t *update, int32_t type); 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); 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); void Net_SpawnPlayer(int32_t player); void Net_SyncPlayer(ENetEvent *event); void Net_WaitForEverybody(void); void Net_Update(void); void Net_PostPacket(ENetPacket *packet); void faketimerhandler(void); void Net_SendTaunt(int ridiculeNum); void Net_SendRTS(int ridiculeNum); #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) #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) #endif END_RR_NS #endif // netplay_h_