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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __ASYNCNETWORK_H__
- #define __ASYNCNETWORK_H__
- /*
- DOOM III gold: 33
- 1.1 beta patch: 34
- 1.1 patch: 35
- 1.2 XP: 36-39
- 1.3 patch: 40
- 1.3.1: 41
- */
- const int ASYNC_PROTOCOL_MINOR = 41;
- const int ASYNC_PROTOCOL_VERSION = ( ASYNC_PROTOCOL_MAJOR << 16 ) + ASYNC_PROTOCOL_MINOR;
- #define MAJOR_VERSION(v) ( v >> 16 )
- const int MAX_ASYNC_CLIENTS = 32;
- const int MAX_USERCMD_BACKUP = 256;
- const int MAX_USERCMD_DUPLICATION = 25;
- const int MAX_USERCMD_RELAY = 10;
- // index 0 is hardcoded to be the idnet master
- // which leaves 4 to user customization
- const int MAX_MASTER_SERVERS = 5;
- const int MAX_NICKLEN = 32;
- // max number of servers that will be scanned for at a single IP address
- const int MAX_SERVER_PORTS = 8;
- // special game init ids
- const int GAME_INIT_ID_INVALID = -1;
- const int GAME_INIT_ID_MAP_LOAD = -2;
- #include "MsgChannel.h"
- #include "AsyncServer.h"
- #include "ServerScan.h"
- #include "AsyncClient.h"
- /*
- ===============================================================================
- Asynchronous Networking.
- ===============================================================================
- */
- // unreliable server -> client messages
- enum {
- SERVER_UNRELIABLE_MESSAGE_EMPTY = 0,
- SERVER_UNRELIABLE_MESSAGE_PING,
- SERVER_UNRELIABLE_MESSAGE_GAMEINIT,
- SERVER_UNRELIABLE_MESSAGE_SNAPSHOT
- };
- // reliable server -> client messages
- enum {
- SERVER_RELIABLE_MESSAGE_PURE = 0,
- SERVER_RELIABLE_MESSAGE_RELOAD,
- SERVER_RELIABLE_MESSAGE_CLIENTINFO,
- SERVER_RELIABLE_MESSAGE_SYNCEDCVARS,
- SERVER_RELIABLE_MESSAGE_PRINT,
- SERVER_RELIABLE_MESSAGE_DISCONNECT,
- SERVER_RELIABLE_MESSAGE_APPLYSNAPSHOT,
- SERVER_RELIABLE_MESSAGE_GAME,
- SERVER_RELIABLE_MESSAGE_ENTERGAME
- };
- // unreliable client -> server messages
- enum {
- CLIENT_UNRELIABLE_MESSAGE_EMPTY = 0,
- CLIENT_UNRELIABLE_MESSAGE_PINGRESPONSE,
- CLIENT_UNRELIABLE_MESSAGE_USERCMD
- };
- // reliable client -> server messages
- enum {
- CLIENT_RELIABLE_MESSAGE_PURE = 0,
- CLIENT_RELIABLE_MESSAGE_CLIENTINFO,
- CLIENT_RELIABLE_MESSAGE_PRINT,
- CLIENT_RELIABLE_MESSAGE_DISCONNECT,
- CLIENT_RELIABLE_MESSAGE_GAME
- };
- // server print messages
- enum {
- SERVER_PRINT_MISC = 0,
- SERVER_PRINT_BADPROTOCOL,
- SERVER_PRINT_RCON,
- SERVER_PRINT_GAMEDENY,
- SERVER_PRINT_BADCHALLENGE
- };
- enum {
- SERVER_DL_REDIRECT = 1,
- SERVER_DL_LIST,
- SERVER_DL_NONE
- };
- enum {
- SERVER_PAK_NO = 0,
- SERVER_PAK_YES,
- SERVER_PAK_END
- };
- typedef struct master_s {
- idCVar * var;
- netadr_t address;
- bool resolved;
- } master_t;
- class idAsyncNetwork {
- public:
- idAsyncNetwork();
- static void Init( void );
- static void Shutdown( void );
- static bool IsActive( void ) { return ( server.IsActive() || client.IsActive() ); }
- static void RunFrame( void );
- static void WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base );
- static void ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base );
- static bool DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t ¤tUserCmd, int frame, int time );
- static bool UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t ¤tUserCmd );
- // returns true if the corresponding master is set to something (and could be resolved)
- static bool GetMasterAddress( int index, netadr_t &adr );
- // get the hardcoded idnet master, equivalent to GetMasterAddress( 0, .. )
- static netadr_t GetMasterAddress( void );
-
- static void GetNETServers( );
-
- static void ExecuteSessionCommand( const char *sessCmd );
- static idAsyncServer server;
- static idAsyncClient client;
-
- static idCVar verbose; // verbose output
- static idCVar allowCheats; // allow cheats
- static idCVar serverDedicated; // if set run a dedicated server
- static idCVar serverSnapshotDelay; // number of milliseconds between snapshots
- static idCVar serverMaxClientRate; // maximum outgoing rate to clients
- static idCVar clientMaxRate; // maximum rate from server requested by client
- static idCVar serverMaxUsercmdRelay; // maximum number of usercmds relayed to other clients
- static idCVar serverZombieTimeout; // time out in seconds for zombie clients
- static idCVar serverClientTimeout; // time out in seconds for connected clients
- static idCVar clientServerTimeout; // time out in seconds for server
- static idCVar serverDrawClient; // the server draws the view of this client
- static idCVar serverRemoteConsolePassword; // remote console password
- static idCVar clientPrediction; // how many additional milliseconds the clients runs ahead
- static idCVar clientMaxPrediction; // max milliseconds into the future a client can run prediction
- static idCVar clientUsercmdBackup; // how many usercmds the client sends from previous frames
- static idCVar clientRemoteConsoleAddress; // remote console address
- static idCVar clientRemoteConsolePassword; // remote console password
- static idCVar master0; // idnet master server
- static idCVar master1; // 1st master server
- static idCVar master2; // 2nd master server
- static idCVar master3; // 3rd master server
- static idCVar master4; // 4th master server
- static idCVar LANServer; // LAN mode
- static idCVar serverReloadEngine; // reload engine on map change instead of growing the referenced paks
- static idCVar serverAllowServerMod; // let a pure server start with a different game code than what is referenced in game code
- static idCVar idleServer; // serverinfo reply, indicates all clients are idle
- static idCVar clientDownload; // preferred download policy
- // same message used for offline check and network reply
- static void BuildInvalidKeyMsg( idStr &msg, bool valid[ 2 ] );
- private:
- static int realTime;
- static master_t masters[ MAX_MASTER_SERVERS]; // master1 etc.
- static void SpawnServer_f( const idCmdArgs &args );
- static void NextMap_f( const idCmdArgs &args );
- static void Connect_f( const idCmdArgs &args );
- static void Reconnect_f( const idCmdArgs &args );
- static void GetServerInfo_f( const idCmdArgs &args );
- static void GetLANServers_f( const idCmdArgs &args );
- static void ListServers_f( const idCmdArgs &args );
- static void RemoteConsole_f( const idCmdArgs &args );
- static void Heartbeat_f( const idCmdArgs &args );
- static void Kick_f( const idCmdArgs &args );
- static void CheckNewVersion_f( const idCmdArgs &args );
- static void UpdateUI_f( const idCmdArgs &args );
- };
- #endif /* !__ASYNCNETWORK_H__ */
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