ref: c1cfa2e0914fe451d5fd147beadfcec922878684
dir: /src/net_common.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // 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. // // Common code shared between the client and server // #ifndef NET_COMMON_H #define NET_COMMON_H #include "net_defs.h" #include "net_packet.h" typedef enum { // sending syn packets, waiting for an ACK reply // (client side) NET_CONN_STATE_CONNECTING, // received a syn, sent an ack, waiting for an ack reply // (server side) NET_CONN_STATE_WAITING_ACK, // successfully connected NET_CONN_STATE_CONNECTED, // sent a DISCONNECT packet, waiting for a DISCONNECT_ACK reply NET_CONN_STATE_DISCONNECTING, // client successfully disconnected NET_CONN_STATE_DISCONNECTED, // We are disconnected, but in a sleep state, waiting for several // seconds. This is in case the DISCONNECT_ACK we sent failed // to arrive, and we need to send another one. We keep this as // a valid connection for a few seconds until we are sure that // the other end has successfully disconnected as well. NET_CONN_STATE_DISCONNECTED_SLEEP, } net_connstate_t; // Reason a connection was terminated typedef enum { // As the result of a local disconnect request NET_DISCONNECT_LOCAL, // As the result of a remote disconnect request NET_DISCONNECT_REMOTE, // Timeout (no data received in a long time) NET_DISCONNECT_TIMEOUT, } net_disconnect_reason_t; #define MAX_RETRIES 5 typedef struct net_reliable_packet_s net_reliable_packet_t; typedef struct { net_connstate_t state; net_disconnect_reason_t disconnect_reason; net_addr_t *addr; int last_send_time; int num_retries; int keepalive_send_time; int keepalive_recv_time; net_reliable_packet_t *reliable_packets; int reliable_send_seq; int reliable_recv_seq; } net_connection_t; void NET_Conn_SendPacket(net_connection_t *conn, net_packet_t *packet); void NET_Conn_InitClient(net_connection_t *conn, net_addr_t *addr); void NET_Conn_InitServer(net_connection_t *conn, net_addr_t *addr); boolean NET_Conn_Packet(net_connection_t *conn, net_packet_t *packet, unsigned int *packet_type); void NET_Conn_Disconnect(net_connection_t *conn); void NET_Conn_Run(net_connection_t *conn); net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type); // Other miscellaneous common functions void NET_SafePuts(char *msg); unsigned int NET_ExpandTicNum(unsigned int relative, unsigned int b); boolean NET_ValidGameMode(GameMode_t mode, GameMission_t mission); boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission, net_gamesettings_t *settings); #endif /* #ifndef NET_COMMON_H */