216 lines
7.8 KiB
C
216 lines
7.8 KiB
C
/*
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* Netplay.h
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*
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* Alex Lee sep97.
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*/
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#ifndef _netplay_h
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#define _netplay_h
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// ////////////////////////////////////////////////////////////////////////
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// Include this file in your game to add multiplayer facilities.
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// Constants
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#define MaxNumberOfPlayers 8 // max number of players in a game.
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#define MaxMsgSize 8000 // max size of a message in bytes.
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#define StringSize 64 // size of strings used.
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#define ConnectionSize 255 // max size of a connection description.
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#define MaxProtocols 12 // max number of returnable protocols.
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#define MaxGames 12 // max number of concurrently playable games to allow.
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//#define USE_DIRECTPLAY_PROTOCOL // use DX6 protocol.
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#define SESSION_JOINDISABLED 1
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typedef struct { //Available game storage... JUST FOR REFERENCE!
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DWORD dwSize;
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DWORD dwFlags;
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char host[16]; // host ip address
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// GUID guidInstance;
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// GUID guidApplication;
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DWORD dwMaxPlayers;
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DWORD dwCurrentPlayers;
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// union {
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// LPWSTR lpszSessionName;
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// LPSTR lpszSessionNameA;};
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// union {
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// LPWSTR lpszPassword;
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// LPSTR lpszPasswordA; };
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// DWORD dwReserved1;
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// DWORD dwReserved2;
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DWORD dwUser1;
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DWORD dwUser2;
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DWORD dwUser3;
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DWORD dwUser4;
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} SESSIONDESC;
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// Games Storage Structures
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typedef struct {
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char name[StringSize];
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SESSIONDESC desc;
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} GAMESTRUCT;
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// ////////////////////////////////////////////////////////////////////////
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// Message information. ie. the packets sent between machines.
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#define NET_ALL_PLAYERS 255
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typedef struct {
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unsigned short size;
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unsigned char paddedBytes; // numberofbytes appended for encryption
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unsigned char type;
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unsigned char destination;
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char body[MaxMsgSize];
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} NETMSG, *LPNETMSG;
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#define ENCRYPTFLAG 100 // added to type to determine packet is encrypted.
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#define AUDIOMSG 255 // an audio packet (special message);
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#define FILEMSG 254 // a file packet
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// ////////////////////////////////////////////////////////////////////////
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// Player information. Update using NETplayerinfo
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typedef struct {
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DPID dpid;
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char name[StringSize];
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BOOL bHost; // a bool.
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BOOL bSpectator;
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} PLAYER;
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// ////////////////////////////////////////////////////////////////////////
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// all the luvly Netplay info....
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typedef struct {
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GAMESTRUCT games[MaxGames]; // the collection of games
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PLAYER players[MaxNumberOfPlayers]; // the array of players.
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UDWORD playercount; // number of players in game.
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DPID dpidPlayer; // ID of player created
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BOOL bComms; // actually do the comms?
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BOOL bHost; // TRUE if we are hosting the session
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BOOL bLobbyLaunched; // true if app launched by a lobby
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BOOL bSpectator; // true if just spectating
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BOOL bEncryptAllPackets; // set to true to encrypt all communications.
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UDWORD cryptKey[4]; // 4*32 bit encryption key
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BOOL bCaptureInUse; // true if someone is speaking.
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BOOL bAllowCaptureRecord; // true if speech can be recorded.
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BOOL bAllowCapturePlay; // true if speech can be played.
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} NETPLAY, *LPNETPLAY;
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// ////////////////////////////////////////////////////////////////////////
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// variables
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extern NETPLAY NetPlay;
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extern LPNETPLAY lpNetPlay;
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// ////////////////////////////////////////////////////////////////////////
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// functions available to you.
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extern BOOL NETinit(BOOL bFirstCall); //init(guid can be NULL)
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extern BOOL NETfindProtocol(BOOL Lob); //put connections in Protocols[] (Lobbies optional)
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extern BOOL NETselectProtocol(LPVOID lpConnection); //choose one.
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extern BOOL NETsend(NETMSG *msg, DPID player, BOOL guarantee);// send to player, possibly guaranteed
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extern BOOL NETbcast(NETMSG *msg,BOOL guarantee); // broadcast to everyone, possibly guaranteed
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extern BOOL NETrecv(NETMSG *msg); // recv a message if possible
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extern UCHAR NETsendFile(BOOL newFile, CHAR *fileName, DPID player); // send file chunk.
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extern UCHAR NETrecvFile(NETMSG *pMsg); // recv file chunk
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extern HRESULT NETclose (VOID); // close current game
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extern HRESULT NETshutdown(VOID); // leave the game in play.
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extern UDWORD NETgetBytesSent(VOID); // return bytes sent/recv. call regularly for good results
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extern UDWORD NETgetPacketsSent(VOID); // return packets sent/recv. call regularly for good results
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extern UDWORD NETgetBytesRecvd(VOID); // return bytes sent/recv. call regularly for good results
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extern UDWORD NETgetPacketsRecvd(VOID); // return packets sent/recv. call regularly for good results
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extern UDWORD NETgetRecentBytesSent(VOID); // more immediate functions.
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extern UDWORD NETgetRecentPacketsSent(VOID);
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extern UDWORD NETgetRecentBytesRecvd(VOID);
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extern UDWORD NETgetRecentPacketsRecvd(VOID);
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// from netjoin.c
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extern DWORD NETgetGameFlags(UDWORD flag); // return one of the four flags(dword) about the game.
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extern DWORD NETgetGameFlagsUnjoined(UDWORD gameid,UDWORD flag); // return one of the four flags(dword) about the game.
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extern BOOL NETsetGameFlags(UDWORD flag,DWORD value); // set game flag(1-4) to value.
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extern BOOL NEThaltJoining(VOID); // stop new players joining this game
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extern BOOL NETfindGame(BOOL asynchronously); // find games being played(uses GAME_GUID);
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extern BOOL NETjoinGame(UDWORD gameNumber, LPSTR playername); // join game given with playername
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extern BOOL NEThostGame(LPSTR SessionName, LPSTR PlayerName,// host a game
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DWORD one, DWORD two, DWORD three, DWORD four, UDWORD plyrs);
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//from netusers.c
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extern BOOL NETuseNetwork(BOOL val); // TURN on/off networking.
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extern UDWORD NETplayerInfo(); // count players in this game.
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extern BOOL NETchangePlayerName(UDWORD dpid, char *newName);// change a players name.
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extern BOOL NETgetLocalPlayerData(DPID dpid, VOID *pData, DWORD *pSize);
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extern BOOL NETgetGlobalPlayerData(DPID dpid, VOID *pData, DWORD *pSize);
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extern BOOL NETsetLocalPlayerData(DPID dpid, VOID *pData, DWORD size);
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extern BOOL NETsetGlobalPlayerData(DPID dpid, VOID *pData, DWORD size);
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extern BOOL NETspectate(); // create a spectator
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extern BOOL NETisSpectator(DPID dpid); // check for spectator status.
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#include "netlog.h"
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// from net audio.
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extern BOOL NETprocessAudioCapture(VOID); //capture
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extern BOOL NETstopAudioCapture(VOID);
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extern BOOL NETstartAudioCapture(VOID);
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extern BOOL NETshutdownAudioCapture(VOID);
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extern BOOL NETinitAudioCapture(VOID);
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extern BOOL NETinitPlaybackBuffer(LPDIRECTSOUND pDs); // playback
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extern VOID NETplayIncomingAudio(NETMSG *pMsg);
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extern BOOL NETqueueIncomingAudio(LPBYTE lpbSoundData, DWORD dwSoundBytes,BOOL bStream);
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extern BOOL NETshutdownAudioPlayback(VOID);
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// encryption
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extern BOOL NETsetKey(UDWORD c1,UDWORD c2,UDWORD c3, UDWORD c4);
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extern NETMSG* NETmanglePacket(NETMSG *msg);
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extern VOID NETunmanglePacket(NETMSG *msg);
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extern BOOL NETmangleData(long *input, long *result, UDWORD dataSize);
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extern BOOL NETunmangleData(long *input, long *result, UDWORD dataSize);
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extern UDWORD NEThashFile(STRING *pFileName);
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extern UCHAR NEThashVal(UDWORD value);
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extern UDWORD NEThashBuffer(unsigned char *pData, UDWORD size);
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#include "netlobby.h" // more functions to provide lobby facilities.
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// Some shortcuts to help you along!
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#define NetAdd(m,pos,thing) \
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memcpy(&(m.body[pos]),&(thing),sizeof(thing))
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#define NetAddUint8(m,pos,thing) \
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*((Uint8*)(&((m).body[(pos)]))) = (thing)
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#define NetAddUint16(m,pos,thing) \
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*((Uint16*)(&((m).body[(pos)]))) = (thing)
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#define NetAddUint32(m,pos,thing) \
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*((Uint32*)(&((m).body[(pos)]))) = (thing)
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#define NetAdd2(m,pos,thing) \
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memcpy( &((*m).body[pos]), &(thing), sizeof(thing))
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#define NetAddSt(m,pos,stri) \
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strcpy(&(m.body[pos]),stri)
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#define NetGet(m,pos,thing) \
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memcpy(&(thing),&(m->body[pos]),sizeof(thing))
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#define NetGetUint8(m,pos,thing) \
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(thing) = *((Uint8*)(&((m)->body[(pos)])))
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#define NetGetUint16(m,pos,thing) \
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(thing) = *((Uint16*)(&((m)->body[(pos)])))
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#define NetGetUint32(m,pos,thing) \
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(thing) = *((Uint32*)(&((m)->body[(pos)])))
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#define NetGetSt(m,pos,stri) \
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strcpy(stri,&(m->body[pos]))
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#endif
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