2 Copyright (C) 1996-1997 Id Software, Inc.
3 Copyright (C) 2003 Forest Hale
5 This program is free software; you can redistribute it and/or
6 modify it under the terms of the GNU General Public License
7 as published by the Free Software Foundation; either version 2
8 of the License, or (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14 See the GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program; if not, write to the Free Software
18 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 #define NET_NAMELEN 128
29 #define NET_MAXMESSAGE 65536
30 #define NET_HEADERSIZE (2 * sizeof(unsigned int))
31 #define NET_DATAGRAMSIZE (MAX_DATAGRAM + NET_HEADERSIZE)
34 #define NETFLAG_LENGTH_MASK 0x0000ffff
35 #define NETFLAG_DATA 0x00010000
36 #define NETFLAG_ACK 0x00020000
37 #define NETFLAG_NAK 0x00040000
38 #define NETFLAG_EOM 0x00080000
39 #define NETFLAG_UNRELIABLE 0x00100000
40 #define NETFLAG_CTL 0x80000000
43 #define NET_PROTOCOL_VERSION 3
45 // This is the network info/connection protocol. It is used to find Quake
46 // servers, get info about them, and connect to them. Once connected, the
47 // Quake game protocol (documented elsewhere) is used.
51 // game_name is currently always "QUAKE", but is there so this same protocol
52 // can be used for future games as well; can you say Quake2?
55 // string game_name "QUAKE"
56 // byte net_protocol_version NET_PROTOCOL_VERSION
59 // string game_name "QUAKE"
60 // byte net_protocol_version NET_PROTOCOL_VERSION
77 // string server_address
80 // byte current_players
82 // byte protocol_version NET_PROTOCOL_VERSION
97 // There are two address forms used above. The short form is just a
98 // port number. The address that goes along with the port is defined as
99 // "whatever address you receive this reponse from". This lets us use
100 // the host OS to solve the problem of multiple host addresses (possibly
101 // with no routing between them); the host will use the right address
102 // when we reply to the inbound connection request. The long from is
103 // a full address and port in a string. It is used for returning the
104 // address of a server that is not running locally.
106 #define CCREQ_CONNECT 0x01
107 #define CCREQ_SERVER_INFO 0x02
108 #define CCREQ_PLAYER_INFO 0x03
109 #define CCREQ_RULE_INFO 0x04
111 #define CCREP_ACCEPT 0x81
112 #define CCREP_REJECT 0x82
113 #define CCREP_SERVER_INFO 0x83
114 #define CCREP_PLAYER_INFO 0x84
115 #define CCREP_RULE_INFO 0x85
117 typedef struct netconn_s
119 struct netconn_s *next;
121 lhnetsocket_t *mysocket;
122 lhnetaddress_t peeraddress;
124 // this is mostly identical to qsocket_t from quake
126 // if this time is reached, kick off peer
129 double lastMessageTime;
135 unsigned int ackSequence;
136 unsigned int sendSequence;
137 unsigned int unreliableSendSequence;
138 int sendMessageLength;
139 qbyte sendMessage[NET_MAXMESSAGE];
141 unsigned int receiveSequence;
142 unsigned int unreliableReceiveSequence;
143 int receiveMessageLength;
144 qbyte receiveMessage[NET_MAXMESSAGE];
146 char address[NET_NAMELEN];
149 extern netconn_t *netconn_list;
150 extern mempool_t *netconn_mempool;
152 extern cvar_t hostname;
153 extern cvar_t developer_networking;
154 extern char playername[];
155 extern int playercolor;
157 #define HOSTCACHESIZE 128
161 // ping time for sorting servers
163 // address for connecting
165 // description (seen by user)
170 extern int hostCacheCount;
171 extern hostcache_t hostcache[HOSTCACHESIZE];
173 #if !defined(_WIN32 ) && !defined (__linux__) && !defined (__sun__)
175 extern unsigned long htonl (unsigned long hostlong);
178 extern unsigned short htons (unsigned short hostshort);
181 extern unsigned long ntohl (unsigned long netlong);
184 extern unsigned short ntohs (unsigned short netshort);
188 //============================================================================
190 // public network functions
192 //============================================================================
194 extern sizebuf_t net_message;
196 extern cvar_t cl_fakelocalping_min;
197 extern cvar_t cl_fakelocalping_max;
199 int NetConn_SendReliableMessage(netconn_t *conn, sizebuf_t *data);
200 //void NetConn_SendMessageNext(netconn_t *conn);
201 //void NetConn_ReSendMessage(netconn_t *conn);
202 qboolean NetConn_CanSendMessage(netconn_t *conn);
203 int NetConn_SendUnreliableMessage(netconn_t *conn, sizebuf_t *data);
204 void NetConn_CloseClientPorts(void);
205 void NetConn_OpenClientPorts(void);
206 void NetConn_CloseServerPorts(void);
207 void NetConn_OpenServerPorts(int opennetports);
208 lhnetsocket_t *NetConn_ChooseClientSocketForAddress(lhnetaddress_t *address);
209 lhnetsocket_t *NetConn_ChooseServerSocketForAddress(lhnetaddress_t *address);
210 void NetConn_Init(void);
211 void NetConn_Shutdown(void);
212 netconn_t *NetConn_Open(lhnetsocket_t *mysocket, lhnetaddress_t *peeraddress);
213 void NetConn_Close(netconn_t *conn);
214 void NetConn_Listen(qboolean state);
215 int NetConn_IsLocalGame(void);
216 //int NetConn_ReceivedMessage(netconn_t *conn, qbyte *data, int length);
217 //int NetConn_ClientParsePacket(lhnetsocket_t *mysocket, qbyte *data, int length, lhnetaddress_t *peeraddress);
218 //int NetConn_ServerParsePacket(lhnetsocket_t *mysocket, qbyte *data, int length, lhnetaddress_t *peeraddress);
219 void NetConn_ClientFrame(void);
220 void NetConn_ServerFrame(void);
221 void NetConn_QueryMasters(void);
222 void NetConn_Heartbeat(int priority);
223 int NetConn_SendToAll(sizebuf_t *data, double blocktime);
224 void Net_Stats_f(void);
225 void Net_Slist_f(void);