ref: dfea3cff9706c903687328e7b776370e2a1927cd
dir: /src/net_defs.h/
// // Copyright(C) 2005-2014 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. // // DESCRIPTION: // Definitions for use in networking code. // #ifndef NET_DEFS_H #define NET_DEFS_H #include <stdio.h> #include "doomtype.h" #include "d_ticcmd.h" #include "sha1.h" // Absolute maximum number of "nodes" in the game. This is different to // NET_MAXPLAYERS, as there may be observers that are not participating // (eg. left/right monitors) #define MAXNETNODES 16 // The maximum number of players, multiplayer/networking. // This is the maximum supported by the networking code; individual games // have their own values for MAXPLAYERS that can be smaller. #define NET_MAXPLAYERS 8 // Maximum length of a player's name. #define MAXPLAYERNAME 30 // Networking and tick handling related. #define BACKUPTICS 128 typedef struct _net_module_s net_module_t; typedef struct _net_packet_s net_packet_t; typedef struct _net_addr_s net_addr_t; typedef struct _net_context_s net_context_t; struct _net_packet_s { byte *data; size_t len; size_t alloced; unsigned int pos; }; struct _net_module_s { // Initialize this module for use as a client boolean (*InitClient)(void); // Initialize this module for use as a server boolean (*InitServer)(void); // Send a packet void (*SendPacket)(net_addr_t *addr, net_packet_t *packet); // Check for new packets to receive // // Returns true if packet received boolean (*RecvPacket)(net_addr_t **addr, net_packet_t **packet); // Converts an address to a string void (*AddrToString)(net_addr_t *addr, char *buffer, int buffer_len); // Free back an address when no longer in use void (*FreeAddress)(net_addr_t *addr); // Try to resolve a name to an address net_addr_t *(*ResolveAddress)(const char *addr); }; // net_addr_t struct _net_addr_s { net_module_t *module; int refcount; void *handle; }; // Magic number sent when connecting to check this is a valid client #define NET_MAGIC_NUMBER 1454104972U // Old magic number used by Chocolate Doom versions before v3.0: #define NET_OLD_MAGIC_NUMBER 3436803284U // header field value indicating that the packet is a reliable packet #define NET_RELIABLE_PACKET (1 << 15) // Supported protocols. If you're developing a fork of Chocolate // Doom, you can add your own entry to this list while maintaining // compatibility with Chocolate Doom servers. Higher-numbered enum values // will be preferred when negotiating a protocol for the client and server // to use, so the order matters. // NOTE: The values in this enum do not have any special value outside of // the program they're compiled in. What matters is the string representation. typedef enum { // Protocol introduced with Chocolate Doom v3.0. Each compatibility- // breaking change to the network protocol will produce a new protocol // number in this enum. NET_PROTOCOL_CHOCOLATE_DOOM_0, // Add your own protocol here; be sure to add a name for it to the list // in net_common.c too. NET_NUM_PROTOCOLS, NET_PROTOCOL_UNKNOWN, } net_protocol_t; // packet types typedef enum { NET_PACKET_TYPE_SYN, NET_PACKET_TYPE_ACK, // deprecated NET_PACKET_TYPE_REJECTED, NET_PACKET_TYPE_KEEPALIVE, NET_PACKET_TYPE_WAITING_DATA, NET_PACKET_TYPE_GAMESTART, NET_PACKET_TYPE_GAMEDATA, NET_PACKET_TYPE_GAMEDATA_ACK, NET_PACKET_TYPE_DISCONNECT, NET_PACKET_TYPE_DISCONNECT_ACK, NET_PACKET_TYPE_RELIABLE_ACK, NET_PACKET_TYPE_GAMEDATA_RESEND, NET_PACKET_TYPE_CONSOLE_MESSAGE, NET_PACKET_TYPE_QUERY, NET_PACKET_TYPE_QUERY_RESPONSE, NET_PACKET_TYPE_LAUNCH, NET_PACKET_TYPE_NAT_HOLE_PUNCH, } net_packet_type_t; typedef enum { NET_MASTER_PACKET_TYPE_ADD, NET_MASTER_PACKET_TYPE_ADD_RESPONSE, NET_MASTER_PACKET_TYPE_QUERY, NET_MASTER_PACKET_TYPE_QUERY_RESPONSE, NET_MASTER_PACKET_TYPE_GET_METADATA, NET_MASTER_PACKET_TYPE_GET_METADATA_RESPONSE, NET_MASTER_PACKET_TYPE_SIGN_START, NET_MASTER_PACKET_TYPE_SIGN_START_RESPONSE, NET_MASTER_PACKET_TYPE_SIGN_END, NET_MASTER_PACKET_TYPE_SIGN_END_RESPONSE, NET_MASTER_PACKET_TYPE_NAT_HOLE_PUNCH, NET_MASTER_PACKET_TYPE_NAT_HOLE_PUNCH_ALL, } net_master_packet_type_t; // Settings specified when the client connects to the server. typedef struct { int gamemode; int gamemission; int lowres_turn; int drone; int max_players; int is_freedoom; sha1_digest_t wad_sha1sum; sha1_digest_t deh_sha1sum; int player_class; } net_connect_data_t; // Game settings sent by client to server when initiating game start, // and received from the server by clients when the game starts. typedef struct { int ticdup; int extratics; int deathmatch; int episode; int nomonsters; int fast_monsters; int respawn_monsters; int map; int skill; int gameversion; int lowres_turn; int new_sync; int timelimit; int loadgame; int random; // [Strife only] // These fields are only used by the server when sending a game // start message: int num_players; int consoleplayer; // Hexen player classes: int player_classes[NET_MAXPLAYERS]; } net_gamesettings_t; #define NET_TICDIFF_FORWARD (1 << 0) #define NET_TICDIFF_SIDE (1 << 1) #define NET_TICDIFF_TURN (1 << 2) #define NET_TICDIFF_BUTTONS (1 << 3) #define NET_TICDIFF_CONSISTANCY (1 << 4) #define NET_TICDIFF_CHATCHAR (1 << 5) #define NET_TICDIFF_RAVEN (1 << 6) #define NET_TICDIFF_STRIFE (1 << 7) typedef struct { unsigned int diff; ticcmd_t cmd; } net_ticdiff_t; // Complete set of ticcmds from all players typedef struct { signed int latency; unsigned int seq; boolean playeringame[NET_MAXPLAYERS]; net_ticdiff_t cmds[NET_MAXPLAYERS]; } net_full_ticcmd_t; // Data sent in response to server queries typedef struct { const char *version; int server_state; int num_players; int max_players; int gamemode; int gamemission; const char *description; net_protocol_t protocol; } net_querydata_t; // Data sent by the server while waiting for the game to start. typedef struct { int num_players; int num_drones; int ready_players; int max_players; int is_controller; int consoleplayer; char player_names[NET_MAXPLAYERS][MAXPLAYERNAME]; char player_addrs[NET_MAXPLAYERS][MAXPLAYERNAME]; sha1_digest_t wad_sha1sum; sha1_digest_t deh_sha1sum; int is_freedoom; } net_waitdata_t; #endif /* #ifndef NET_DEFS_H */