/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2003 Forest Hale 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. */ #ifndef NET_H #define NET_H #include "lhnet.h" #define NET_HEADERSIZE (2 * sizeof(unsigned int)) // NetHeader flags #define NETFLAG_LENGTH_MASK 0x0000ffff #define NETFLAG_DATA 0x00010000 #define NETFLAG_ACK 0x00020000 #define NETFLAG_NAK 0x00040000 #define NETFLAG_EOM 0x00080000 #define NETFLAG_UNRELIABLE 0x00100000 #define NETFLAG_CTL 0x80000000 #define NET_PROTOCOL_VERSION 3 #define NET_EXTRESPONSE_MAX 16 // This is the network info/connection protocol. It is used to find Quake // servers, get info about them, and connect to them. Once connected, the // Quake game protocol (documented elsewhere) is used. // // // General notes: // game_name is currently always "QUAKE", but is there so this same protocol // can be used for future games as well; can you say Quake2? // // CCREQ_CONNECT // string game_name "QUAKE" // byte net_protocol_version NET_PROTOCOL_VERSION // // CCREQ_SERVER_INFO // string game_name "QUAKE" // byte net_protocol_version NET_PROTOCOL_VERSION // // CCREQ_PLAYER_INFO // byte player_number // // CCREQ_RULE_INFO // string rule // // // // CCREP_ACCEPT // long port // // CCREP_REJECT // string reason // // CCREP_SERVER_INFO // string server_address // string host_name // string level_name // byte current_players // byte max_players // byte protocol_version NET_PROTOCOL_VERSION // // CCREP_PLAYER_INFO // byte player_number // string name // long colors // long frags // long connect_time // string address // // CCREP_RULE_INFO // string rule // string value // note: // There are two address forms used above. The short form is just a // port number. The address that goes along with the port is defined as // "whatever address you receive this reponse from". This lets us use // the host OS to solve the problem of multiple host addresses (possibly // with no routing between them); the host will use the right address // when we reply to the inbound connection request. The long from is // a full address and port in a string. It is used for returning the // address of a server that is not running locally. #define CCREQ_CONNECT 0x01 #define CCREQ_SERVER_INFO 0x02 #define CCREQ_PLAYER_INFO 0x03 #define CCREQ_RULE_INFO 0x04 #define CCREP_ACCEPT 0x81 #define CCREP_REJECT 0x82 #define CCREP_SERVER_INFO 0x83 #define CCREP_PLAYER_INFO 0x84 #define CCREP_RULE_INFO 0x85 typedef struct netconn_s { struct netconn_s *next; lhnetsocket_t *mysocket; lhnetaddress_t peeraddress; // this is mostly identical to qsocket_t from quake // if this time is reached, kick off peer double connecttime; double timeout; double lastMessageTime; double lastSendTime; // writing buffer to send to peer as the next reliable message // can be added to at any time, copied into sendMessage buffer when it is // possible to send a reliable message and then cleared sizebuf_t message; unsigned char messagedata[NET_MAXMESSAGE]; // reliable message that is currently sending // (for building fragments) int sendMessageLength; unsigned char sendMessage[NET_MAXMESSAGE]; // reliable message that is currently being received // (for putting together fragments) int receiveMessageLength; unsigned char receiveMessage[NET_MAXMESSAGE]; struct netconn_nq_s { unsigned int ackSequence; unsigned int sendSequence; unsigned int unreliableSendSequence; unsigned int receiveSequence; unsigned int unreliableReceiveSequence; } nq; struct netconn_qw_s { // QW protocol qboolean fatal_error; float last_received; // for timeouts // the statistics are cleared at each client begin, because // the server connecting process gives a bogus picture of the data float frame_latency; // rolling average float frame_rate; int drop_count; // dropped packets, cleared each level int good_count; // cleared each level int qport; // sequencing variables int incoming_sequence; int incoming_acknowledged; int incoming_reliable_acknowledged; // single bit int incoming_reliable_sequence; // single bit, maintained local int outgoing_sequence; int reliable_sequence; // single bit int last_reliable_sequence; // sequence number of last send } qw; // bandwidth estimator double cleartime; // if realtime > nc->cleartime, free to go // this tracks packet loss and packet sizes on the most recent packets // used by shownetgraph feature #define NETGRAPH_PACKETS 100 #define NETGRAPH_NOPACKET 0 #define NETGRAPH_LOSTPACKET -1 #define NETGRAPH_CHOKEDPACKET -2 int incoming_packetcounter; int incoming_reliablesize[NETGRAPH_PACKETS]; int incoming_unreliablesize[NETGRAPH_PACKETS]; int incoming_acksize[NETGRAPH_PACKETS]; int outgoing_packetcounter; int outgoing_reliablesize[NETGRAPH_PACKETS]; int outgoing_unreliablesize[NETGRAPH_PACKETS]; int outgoing_acksize[NETGRAPH_PACKETS]; char address[128]; } netconn_t; extern netconn_t *netconn_list; extern mempool_t *netconn_mempool; extern cvar_t hostname; extern cvar_t developer_networking; #define SERVERLIST_TOTALSIZE 2048 #define SERVERLIST_VIEWLISTSIZE SERVERLIST_TOTALSIZE #define SERVERLIST_ANDMASKCOUNT 5 #define SERVERLIST_ORMASKCOUNT 5 typedef enum serverlist_maskop_e { // SLMO_CONTAINS is the default for strings // SLMO_GREATEREQUAL is the default for numbers (also used when OP == CONTAINS or NOTCONTAINS SLMO_CONTAINS, SLMO_NOTCONTAIN, SLMO_LESSEQUAL, SLMO_LESS, SLMO_EQUAL, SLMO_GREATER, SLMO_GREATEREQUAL, SLMO_NOTEQUAL } serverlist_maskop_t; // struct with all fields that you can search for or sort by typedef struct serverlist_info_s { // address for connecting char cname[128]; // ping time for sorting servers int ping; // name of the game char game[32]; // name of the mod char mod[32]; // name of the map char map[32]; // name of the session char name[128]; // max client number int maxplayers; // number of currently connected players (including bots) int numplayers; // number of currently connected players that are bots int numbots; // number of currently connected players that are not bots int numhumans; // protocol version int protocol; // game data version // (an integer that is used for filtering incompatible servers, // not filterable by QC) int gameversion; } serverlist_info_t; typedef enum { SLIF_CNAME, SLIF_PING, SLIF_GAME, SLIF_MOD, SLIF_MAP, SLIF_NAME, SLIF_MAXPLAYERS, SLIF_NUMPLAYERS, SLIF_PROTOCOL, SLIF_NUMBOTS, SLIF_NUMHUMANS, SLIF_COUNT } serverlist_infofield_t; typedef enum { SQS_NONE = 0, SQS_QUERYING, SQS_QUERIED, SQS_TIMEDOUT } serverlist_query_state; typedef struct serverlist_entry_s { // used to determine whether this entry should be included into the final view serverlist_query_state query; // used to count the number of times the host has tried to query this server already unsigned querycounter; // used to calculate ping when update comes in double querytime; // query protocol to use on this server int protocol; // may be PROTOCOL_QUAKEWORLD or PROTOCOL_DARKPLACES7 serverlist_info_t info; // legacy stuff char line1[128]; char line2[128]; } serverlist_entry_t; typedef struct serverlist_mask_s { qboolean active; serverlist_maskop_t tests[SLIF_COUNT]; serverlist_info_t info; } serverlist_mask_t; extern serverlist_mask_t serverlist_andmasks[SERVERLIST_ANDMASKCOUNT]; extern serverlist_mask_t serverlist_ormasks[SERVERLIST_ORMASKCOUNT]; extern serverlist_infofield_t serverlist_sortbyfield; extern qboolean serverlist_sortdescending; extern int serverlist_viewcount; extern serverlist_entry_t *serverlist_viewlist[SERVERLIST_VIEWLISTSIZE]; extern int serverlist_cachecount; extern qboolean serverlist_consoleoutput; //============================================================================ // // public network functions // //============================================================================ extern char net_extresponse[NET_EXTRESPONSE_MAX][1400]; extern int net_extresponse_count; extern int net_extresponse_last; extern double masterquerytime; extern int masterquerycount; extern int masterreplycount; extern int serverquerycount; extern int serverreplycount; extern sizebuf_t net_message; extern cvar_t sv_public; extern cvar_t cl_netlocalping; extern cvar_t cl_netport; extern cvar_t sv_netport; extern cvar_t net_address; //extern cvar_t net_netaddress_ipv6; qboolean NetConn_CanSend(netconn_t *conn); int NetConn_SendUnreliableMessage(netconn_t *conn, sizebuf_t *data, protocolversion_t protocol, int rate, qboolean quakesignon_suppressreliables); qboolean NetConn_HaveClientPorts(void); qboolean NetConn_HaveServerPorts(void); void NetConn_CloseClientPorts(void); void NetConn_OpenClientPorts(void); void NetConn_CloseServerPorts(void); void NetConn_OpenServerPorts(int opennetports); void NetConn_UpdateSockets(void); lhnetsocket_t *NetConn_ChooseClientSocketForAddress(lhnetaddress_t *address); lhnetsocket_t *NetConn_ChooseServerSocketForAddress(lhnetaddress_t *address); void NetConn_Init(void); void NetConn_Shutdown(void); netconn_t *NetConn_Open(lhnetsocket_t *mysocket, lhnetaddress_t *peeraddress); void NetConn_Close(netconn_t *conn); void NetConn_Listen(qboolean state); int NetConn_Read(lhnetsocket_t *mysocket, void *data, int maxlength, lhnetaddress_t *peeraddress); int NetConn_Write(lhnetsocket_t *mysocket, const void *data, int length, const lhnetaddress_t *peeraddress); int NetConn_WriteString(lhnetsocket_t *mysocket, const char *string, const lhnetaddress_t *peeraddress); int NetConn_IsLocalGame(void); void NetConn_ClientFrame(void); void NetConn_ServerFrame(void); void NetConn_SleepMicroseconds(int microseconds); void NetConn_QueryMasters(qboolean querydp, qboolean queryqw); void NetConn_Heartbeat(int priority); void NetConn_QueryQueueFrame(void); void Net_Stats_f(void); void Net_Slist_f(void); void Net_SlistQW_f(void); // ServerList interface (public) // manually refresh the view set, do this after having changed the mask or any other flag void ServerList_RebuildViewList(void); void ServerList_ResetMasks(void); void ServerList_QueryList(qboolean querydp, qboolean queryqw); #endif