164 lines
5.9 KiB
C++
164 lines
5.9 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 2007-2010 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Nettypes.h
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*
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*/
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#ifndef __INCLUDE_LIB_NETPLAY_NETTYPES_H__
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#define __INCLUDE_LIB_NETPLAY_NETTYPES_H__
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#include "lib/framework/frame.h"
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#include "lib/framework/vector.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif //__cplusplus
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typedef enum packetDirectionEnum
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{
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PACKET_ENCODE,
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PACKET_DECODE,
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PACKET_INVALID
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} PACKETDIR;
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typedef enum QueueType
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{
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QUEUE_TMP,
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QUEUE_NET,
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QUEUE_GAME,
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QUEUE_BROADCAST,
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} QUEUETYPE;
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typedef struct _netqueue
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{
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void *queue; ///< Is either a (NetQueuePair **) or a (NetQueue *). (Note different numbers of *.)
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BOOL isPair;
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uint8_t index;
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uint8_t queueType;
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} NETQUEUE;
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typedef const struct NetMessage *NETMESSAGE;
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NETQUEUE NETnetTmpQueue(unsigned tmpPlayer); ///< One of the temp queues from before a client has joined the game. (See comments on tmpQueues in nettypes.cpp.)
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NETQUEUE NETnetQueue(unsigned player); ///< The queue pair used for sending and receiving data directly from another client. (See comments on netQueues in nettypes.cpp.)
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NETQUEUE NETgameQueue(unsigned player); ///< The game action queue. (See comments on gameQueues in nettypes.cpp.)
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NETQUEUE NETbroadcastQueue(void); ///< The queue for sending data directly to the netQueues of all clients, not just a specific one. (See comments on broadcastQueue in nettypes.cpp.)
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void NETinsertRawData(NETQUEUE queue, uint8_t *data, size_t dataLen); ///< Dump raw data from sockets and raw data sent via host here.
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void NETinsertMessageFromNet(NETQUEUE queue, NETMESSAGE message); ///< Dump whole NetMessages into the queue.
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BOOL NETisMessageReady(NETQUEUE queue); ///< Returns true if there is a complete message ready to deserialise in this queue.
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NETMESSAGE NETgetMessage(NETQUEUE queue); ///< Returns the current message in the queue which is ready to be deserialised. Do not delete the message.
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uint8_t NETmessageType(NETMESSAGE message); ///< Returns the type of the message.
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uint32_t NETmessageSize(NETMESSAGE message); ///< Returns the size of the message data.
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uint8_t *NETmessageRawData(NETMESSAGE message);///<Returns the raw data, must be deleted again with NETmessageDestroyRawData().
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void NETmessageDestroyRawData(uint8_t *data); ///< Destroys the data returned by NETmessageRawData().
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size_t NETmessageRawSize(NETMESSAGE message); ///< Returns the size of the message, including headers.
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void NETinitQueue(NETQUEUE queue); ///< Allocates the queue. Deletes the old queue, if there was one. Avoids a crash on NULL pointer deference when trying to use the queue.
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void NETsetNoSendOverNetwork(NETQUEUE queue); ///< Used to mark that a game queue should not be sent over the network (for example, if it is being sent to us, instead).
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void NETmoveQueue(NETQUEUE src, NETQUEUE dst); ///< Used for moving the tmpQueue to a netQueue, once a newly-connected client is assigned a player number.
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void NETbeginEncode(NETQUEUE queue, uint8_t type);
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void NETbeginDecode(NETQUEUE queue, uint8_t type);
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BOOL NETend(void);
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void NETflushGameQueues(void);
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void NETpop(NETQUEUE queue);
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void NETint8_t(int8_t *ip);
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void NETuint8_t(uint8_t *ip);
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void NETint16_t(int16_t *ip);
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void NETuint16_t(uint16_t *ip);
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void NETint32_t(int32_t *ip); ///< Encodes small values (< 836 288) in at most 3 bytes, large values (≥ 22 888 448) in 5 bytes.
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void NETuint32_t(uint32_t *ip); ///< Encodes small values (< 1 672 576) in at most 3 bytes, large values (≥ 45 776 896) in 5 bytes.
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void NETuint32_tLarge(uint32_t *ip); ///< Encodes all values in exactly 4 bytes.
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void NETint64_t(int64_t *ip);
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void NETuint64_t(uint64_t *ip);
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void NETbool(BOOL *bp);
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void NETstring(char *str, uint16_t maxlen);
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void NETbin(uint8_t *str, uint32_t maxlen);
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PACKETDIR NETgetPacketDir(void);
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#if defined(__cplusplus)
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}
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template <typename EnumT>
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static void NETenum(EnumT* enumPtr)
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{
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uint32_t val;
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if (NETgetPacketDir() == PACKET_ENCODE)
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val = *enumPtr;
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NETuint32_t(&val);
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if (NETgetPacketDir() == PACKET_DECODE)
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*enumPtr = static_cast<EnumT>(val);
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}
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extern "C"
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{
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#else
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// FIXME: Somehow still causes tons of warnings: <enumPtr> is used unitialised in this function
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static inline void squelchUninitialisedUseWarning(void *ptr) { (void)ptr; }
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#define NETenum(enumPtr) \
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do \
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{ \
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uint32_t _val; \
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squelchUninitialisedUseWarning(enumPtr); \
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_val = (NETgetPacketDir() == PACKET_ENCODE) ? *(enumPtr) : 0; \
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\
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NETuint32_t(&_val); \
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\
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*(enumPtr) = _val; \
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} while(0)
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#endif
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void NETPosition(Position *vp);
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void NETRotation(Rotation *vp);
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typedef struct PackagedCheck
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{
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uint32_t gameTime; ///< Game time that this synch check was made. Not touched by NETPACKAGED_CHECK().
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uint8_t player;
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uint32_t droidID;
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int32_t order;
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uint32_t secondaryOrder;
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uint32_t body;
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uint32_t experience;
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Position pos;
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Rotation rot;
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uint32_t targetID; ///< Defined iff order == DORDER_ATTACK.
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uint16_t orderX; ///< Defined iff order == DORDER_MOVE.
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uint16_t orderY; ///< Defined iff order == DORDER_MOVE.
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} PACKAGED_CHECK;
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void NETPACKAGED_CHECK(PACKAGED_CHECK *v);
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void NETNETMESSAGE(NETMESSAGE *message); ///< If decoding, must destroy the NETMESSAGE.
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void NETdestroyNETMESSAGE(NETMESSAGE message);
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void NETtest(void);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#endif
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