Subversion Repositories Games.Descent

Rev

Blame | Last modification | View Log | Download | RSS feed

  1. /*
  2.  * This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
  3.  * It is copyright by its individual contributors, as recorded in the
  4.  * project's Git history.  See COPYING.txt at the top level for license
  5.  * terms and a link to the Git history.
  6.  */
  7. /*
  8.  *
  9.  * Prototypes for UDP-protocol network management functions.
  10.  *
  11.  */
  12.  
  13. #pragma once
  14. #include "multi.h"
  15.  
  16. #ifdef __cplusplus
  17. #include "pack.h"
  18. #include "ntstring.h"
  19. #include "fwd-window.h"
  20. #include <array>
  21.  
  22. // Exported functions
  23. #ifdef dsx
  24. namespace dsx {
  25. window_event_result net_udp_setup_game(void);
  26. }
  27. #endif
  28. void net_udp_manual_join_game();
  29. void net_udp_list_join_game();
  30. int net_udp_objnum_is_past(objnum_t objnum);
  31. #ifdef dsx
  32. namespace dsx {
  33. void net_udp_do_frame(int force, int listen);
  34. }
  35. #endif
  36. void net_udp_send_data(const uint8_t *ptr, unsigned len, int priority);
  37. #ifdef dsx
  38. namespace dsx {
  39. void net_udp_leave_game();
  40. int net_udp_endlevel(int *secret);
  41. }
  42. #endif
  43. int net_udp_kmatrix_poll2( newmenu *menu,const d_event &event, const unused_newmenu_userdata_t *);
  44. void net_udp_send_endlevel_packet();
  45. void net_udp_dump_player(const _sockaddr &dump_addr, int why);
  46. void net_udp_disconnect_player(int playernum);
  47. window_event_result net_udp_level_sync();
  48. void net_udp_send_mdata_direct(const ubyte *data, int data_len, int pnum, int priority);
  49. void net_udp_send_netgame_update();
  50.  
  51. // Some defines
  52. // Our default port - easy to remember: D = 4, X = 24, X = 24
  53. constexpr uint16_t UDP_PORT_DEFAULT = 42424;
  54. #define UDP_MANUAL_ADDR_DEFAULT "localhost"
  55. #if DXX_USE_TRACKER
  56. #ifndef TRACKER_ADDR_DEFAULT
  57. /* Allow an alternate default at compile time */
  58. #define TRACKER_ADDR_DEFAULT "tracker.dxx-rebirth.com"
  59. #endif
  60. constexpr uint16_t TRACKER_PORT_DEFAULT = 9999;
  61. #endif
  62. #define UDP_MAX_NETGAMES 900
  63. namespace dcx {
  64. constexpr std::integral_constant<unsigned, 12> UDP_NETGAMES_PPAGE{}; // Netgames on one page of Netlist
  65. }
  66. #define UDP_NETGAMES_PAGES 75 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
  67. #define UDP_TIMEOUT (5*F1_0) // 5 seconds disconnect timeout
  68. #define UDP_MDATA_STOR_QUEUE_SIZE 1024 // Store up to 1024 MDATA packets
  69. #define UDP_MDATA_STOR_MIN_FREE_2JOIN 384 // have at least this many free packet slots before we let someone join the game
  70. #define UDP_MDATA_PKT_NUM_MIN 1 // start from pkt_num 1 (0 is used to initialize the trace list)
  71. #define UDP_MDATA_PKT_NUM_MAX (UDP_MDATA_STOR_QUEUE_SIZE*100) // the max value for pkt_num. roll over when we go any higher. this should be smaller than INT_MAX
  72.  
  73. // UDP-Packet identificators (ubyte) and their (max. sizes).
  74. #define UPID_VERSION_DENY                         1 // Netgame join or info has been denied due to version difference.
  75. #define UPID_VERSION_DENY_SIZE                    9
  76. #define UPID_GAME_INFO_REQ                        2 // Requesting all info about a netgame.
  77. #define UPID_GAME_INFO_REQ_SIZE                  13
  78. #define UPID_GAME_INFO_LITE_REQ_SIZE             13
  79. #define UPID_GAME_INFO                            3 // Packet containing all info about a netgame.
  80. #define UPID_GAME_INFO_LITE_REQ                   4 // Requesting lite info about a netgame. Used for discovering games.
  81. #define UPID_GAME_INFO_LITE                       5 // Packet containing lite netgame info.
  82. #define UPID_GAME_INFO_SIZE_MAX                  (sizeof(netgame_info))
  83. #define UPID_GAME_INFO_LITE_SIZE_MAX             (sizeof(UDP_netgame_info_lite))
  84. #define UPID_DUMP                                 6 // Packet containing why player cannot join this game.
  85. #define UPID_DUMP_SIZE                            2
  86. #define UPID_ADDPLAYER                            7 // Packet from Host containing info about a new player.
  87. #define UPID_REQUEST                              8 // New player says: "I want to be inside of you!" (haha, sorry I could not resist) / Packet containing request to join the game actually.
  88. #define UPID_QUIT_JOINING                         9 // Packet from a player who suddenly quits joining.
  89. #define UPID_SEQUENCE_SIZE                       (3 + (CALLSIGN_LEN+1))
  90. #define UPID_SYNC                                10 // Packet from host containing full netgame info to sync players up.
  91. #define UPID_OBJECT_DATA                         11 // Packet from host containing object buffer.
  92. #define UPID_PING                                12 // Packet from host containing his GameTime and the Ping list. Client returns this time to host as UPID_PONG and adapts the ping list.
  93. #define UPID_PING_SIZE                           37
  94. #define UPID_PONG                                13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent.
  95. #define UPID_PONG_SIZE                           10
  96. #define UPID_ENDLEVEL_H                          14 // Packet from Host to all Clients containing connect-states and kills information about everyone in the game.
  97. #define UPID_ENDLEVEL_C                          15 // Packet from Client to Host containing connect-state and kills information from this Client.
  98. #define UPID_PDATA                               16 // Packet from player containing his movement data.
  99. #define UPID_PDATA_SIZE                          49
  100. #define UPID_MDATA_PNORM                         17 // Packet containing multi buffer from a player. Priority 0,1 - no ACK needed.
  101. #define UPID_MDATA_PNEEDACK                      18 // Packet containing multi buffer from a player. Priority 2 - ACK needed. Also contains pkt_num
  102. #define UPID_MDATA_ACK                           19 // ACK packet for UPID_MDATA_P1.
  103. #define UPID_MAX_SIZE                          1024 // Max size for a packet
  104. #define UPID_MDATA_BUF_SIZE                     454
  105. #if DXX_USE_TRACKER
  106. #define UPID_TRACKER_REGISTER                    21 // Register or update a game on the tracker.
  107. #define UPID_TRACKER_REMOVE                      22 // Remove our game from the tracker.
  108. #define UPID_TRACKER_REQGAMES                    23 // Request a list of all games stored on the tracker.
  109. #define UPID_TRACKER_GAMEINFO                    24 // Packet containing info about a game
  110. #define UPID_TRACKER_ACK                         25 // An ACK packet from the tracker
  111. #define UPID_TRACKER_HOLEPUNCH                   26 // Hole punching process. Sent from client to tracker to request hole punching from game host and received by host from tracker to initiate hole punching to requesting client
  112. #endif
  113.  
  114. // Structure keeping lite game infos (for netlist, etc.)
  115. #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
  116. struct UDP_netgame_info_lite : public prohibit_void_ptr<UDP_netgame_info_lite>
  117. {
  118.         struct _sockaddr                game_addr;
  119.         std::array<short, 3>                 program_iver;
  120.         fix                             GameID;
  121.         uint16_t                        TrackerGameID;
  122.         ntstring<NETGAME_NAME_LEN> game_name;
  123.         ntstring<MISSION_NAME_LEN> mission_title;
  124.         ntstring<8> mission_name;
  125.         int32_t                         levelnum;
  126.         ubyte                           gamemode;
  127.         ubyte                           RefusePlayers;
  128.         ubyte                           difficulty;
  129.         ubyte                           game_status;
  130.         ubyte                           numconnected;
  131.         ubyte                           max_numplayers;
  132.         bit_game_flags game_flag;
  133. };
  134. #endif
  135.  
  136. struct UDP_sequence_packet : prohibit_void_ptr<UDP_sequence_packet>
  137. {
  138.         ubyte                           type;
  139.         netplayer_info                  player;
  140. };
  141.  
  142. // packet structure for multi-buffer
  143. struct UDP_mdata_info : prohibit_void_ptr<UDP_mdata_info>
  144. {
  145.         ubyte                           type;
  146.         ubyte                           Player_num;
  147.         uint16_t                        mbuf_size;
  148.         uint32_t                        pkt_num;
  149.         std::array<uint8_t, UPID_MDATA_BUF_SIZE> mbuf;
  150. };
  151.  
  152. // structure to store MDATA to maybe resend
  153. struct UDP_mdata_store : prohibit_void_ptr<UDP_mdata_store>
  154. {
  155.         fix64                           pkt_initial_timestamp;                  // initial timestamp to see if packet is outdated
  156.         std::array<fix64, MAX_PLAYERS>          pkt_timestamp;          // Packet timestamp
  157.         std::array<uint32_t, MAX_PLAYERS>       pkt_num;                        // Packet number
  158.         sbyte                           used;
  159.         ubyte                           Player_num;                             // sender of this packet
  160.         uint16_t                        data_size;
  161.         std::array<uint8_t, MAX_PLAYERS>                player_ack;             // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
  162.         std::array<uint8_t, UPID_MDATA_BUF_SIZE> data;          // extra data of a packet - contains all multibuf data we don't want to loose
  163. };
  164.  
  165. // structure to keep track of MDATA packets we already got, which we expect from another player and the pkt_num for the next packet we want to send to another player
  166. struct UDP_mdata_check : public prohibit_void_ptr<UDP_mdata_check>
  167. {
  168.         std::array<uint32_t, UDP_MDATA_STOR_QUEUE_SIZE>                 pkt_num;        // all those we got just recently, so we can ignore them if we get them again
  169.         int                             cur_slot;                               // index we can use for a new pkt_num
  170.         uint32_t                        pkt_num_torecv;                         // the next pkt_num we await for this player
  171.         uint32_t                        pkt_num_tosend;                         // the next pkt_num we want to send to another player
  172. };
  173.  
  174. #endif
  175.