Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/CONNECT.H
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REDALERT/CONNECT.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/CONNECT.H 1 3/03/97 10:24a Joe_bostic $ */
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/***************************************************************************
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** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
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***************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : CONNECT.H *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : December 19, 1994 *
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* *
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* Last Update : April 1, 1995 [BR] *
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* *
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*-------------------------------------------------------------------------*
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* *
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* DESCRIPTION: *
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* This class represents a single "connection" with another system. It's *
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* a pure virtual base class that acts as a framework for other classes. *
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* *
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* This class contains a CommBufferClass member, which stores received *
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* & transmitted packets. The ConnectionClass has virtual functions to *
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* handle adding packets to the queue, reading them from the queue, *
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* a Send routine for actually sending data, and a Receive_Packet function *
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* which is used to tell the connection that a new packet has come in. *
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* *
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* The virtual Service routines handle all ACK & Retry logic for *
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* communicating between this system & another. Thus, any class derived *
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* from this class may overload the basic ACK/Retry logic. *
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* *
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* THE PACKET HEADER: *
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* The Connection Classes prefix every packet sent with a header that's *
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* local to this class. The header contains a "Magic Number" which should *
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* be unique for each product, and Packet "Code", which will tell the *
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* receiving end if this is DATA, or an ACK packet, and a packet ID, which *
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* is a unique numerical ID for this packet (useful for detecting resends).*
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* The header is stored with each packet in the send & receive Queues; *
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* it's removed before it's passed back to the application, via *
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* Get_Packet() *
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* *
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* THE CONNECTION MANAGER: *
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* It is assumed that there will be a "Connection Manager" class which *
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* will handle parsing incoming packets; it will then tell the connection *
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* that new packets have come in, and the connection will process them in *
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* whatever way it needs to for its protocol (check for resends, handle *
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* ACK packets, etc). The job of the connection manager is to parse *
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* incoming packets & distribute them to the connections that need to *
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* store them (for multi-connection protocols). *
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* *
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* NOTES ON ACK/RETRY: *
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* This class provides a "non-sequenced" ACK/Retry approach to packet *
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* transmission. It sends out as many packets as are in the queue, whose *
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* resend delta times have expired; and it ACK's any packets its received *
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* who haven't been ACK'd yet. Thus, order of delivery is NOT guaranteed; *
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* but, the performance is better than a "sequenced" approach. Also, the *
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* Packet ID scheme (see below) ensures that the application will read *
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* the packets in the proper order. Thus, this class guarantees delivery *
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* and order of deliver. *
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* *
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* Each packet has a unique numerical ID; the ID is set to a count of the *
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* number of packets sent. Different count values are provided, for both *
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* DATA_ACK & DATA_NOACK packets. This ensures that the counter can be *
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* used to detect resends of DATA_ACK packets; the counters for DATA_NOACK *
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* packets aren't currently used. Other counters keep track of the *
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* last-sequentially-received packet ID (for DATA_ACK packets), so we *
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* can check for resends & missed packets, and the last-sequentially-read *
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* packet ID, so we can ensure the app reads the packets in order. *
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* *
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* If the protocol being used already guarantees delivery of packets, *
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* no ACK is required for the packets. In this case, the connection *
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* class for this protocol can overload the Service routine to avoid *
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* sending ACK packets, or the Connection Manager can just mark the *
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* packet as ACK'd when it adds it to the Receive Queue for the connection.*
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* *
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* Derived classes must provide: *
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* - Init: Initialization of any hardware-specific values. *
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* - Send: a hardware-dependent send routine. *
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CONNECTION_H
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#define CONNECTION_H
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/*
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********************************* Includes **********************************
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*/
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#include "combuf.h"
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/*
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********************************** Defines **********************************
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*/
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#define CONN_DEBUG 0
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/*---------------------------------------------------------------------------
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This structure is the header prefixed to any packet sent by the application.
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MagicNumber: This is a number unique to the application; it's up to the
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Receive_Packet routine to check this value, to be sure we're
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not getting data from some other product. This value should
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be unique for each application.
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Code: This will be one of the below-defined codes.
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PacketID: This is a unique numerical ID for this packet. The Connection
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sets this ID on all packets sent out.
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---------------------------------------------------------------------------*/
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typedef struct {
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unsigned short MagicNumber;
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unsigned char Code;
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unsigned long PacketID;
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} CommHeaderType;
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/*
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***************************** Class Declaration *****************************
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*/
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class ConnectionClass
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{
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/*
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---------------------------- Public Interface ----------------------------
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*/
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public:
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/*.....................................................................
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These are the possible values for the Code field of the CommHeaderType:
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.....................................................................*/
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enum ConnectionEnum {
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PACKET_DATA_ACK, // this is a data packet requiring an ACK
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PACKET_DATA_NOACK, // this is a data packet not requiring an ACK
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PACKET_ACK, // this is an ACK for a packet
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PACKET_COUNT // for computational purposes
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};
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/*.....................................................................
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Constructor/destructor.
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.....................................................................*/
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ConnectionClass (int numsend, int numrecieve, int maxlen,
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unsigned short magicnum, unsigned long retry_delta,
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unsigned long max_retries, unsigned long timeout, int extralen = 0);
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virtual ~ConnectionClass ();
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/*.....................................................................
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Initialization.
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.....................................................................*/
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virtual void Init (void);
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/*.....................................................................
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Send/Receive routines.
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.....................................................................*/
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virtual int Send_Packet (void * buf, int buflen, int ack_req);
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virtual int Receive_Packet (void * buf, int buflen);
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virtual int Get_Packet (void * buf, int * buflen);
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/*.....................................................................
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The main polling routine for the connection. Should be called as often
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as possible.
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.....................................................................*/
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virtual int Service (void);
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/*.....................................................................
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This routine is used by the retry logic; returns the current time in
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60ths of a second.
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.....................................................................*/
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static unsigned long Time (void);
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/*.....................................................................
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Utility routines.
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.....................................................................*/
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unsigned short Magic_Num (void) { return (MagicNum); }
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unsigned long Retry_Delta (void) { return (RetryDelta); }
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void Set_Retry_Delta (unsigned long delta) { RetryDelta = delta;}
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unsigned long Max_Retries (void) { return (MaxRetries); }
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void Set_Max_Retries (unsigned long retries) { MaxRetries = retries;}
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unsigned long Time_Out (void) { return (Timeout); }
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void Set_TimeOut (unsigned long t) { Timeout = t;}
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unsigned long Max_Packet_Len (void) { return (MaxPacketLen); }
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static char * Command_Name(int command);
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/*.....................................................................
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The packet "queue"; this non-sequenced version isn't really much of
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a queue, but more of a repository.
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.....................................................................*/
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CommBufferClass *Queue;
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/*
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-------------------------- Protected Interface ---------------------------
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*/
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protected:
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/*.....................................................................
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Routines to service the Send & Receive queues.
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.....................................................................*/
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virtual int Service_Send_Queue(void);
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virtual int Service_Receive_Queue(void);
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/*.....................................................................
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This routine actually performs a hardware-dependent data send. It's
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pure virtual, so it must be defined by a derived class. The routine
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is protected; it's only called by the ACK/Retry logic, not the
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application.
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.....................................................................*/
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virtual int Send(char *buf, int buflen, void *extrabuf,
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int extralen) = 0;
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/*.....................................................................
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This is the maximum packet length, including our own internal header.
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.....................................................................*/
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int MaxPacketLen;
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/*.....................................................................
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Packet staging area; this is where the CommHeaderType gets tacked onto
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the application's packet before it's sent.
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.....................................................................*/
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char *PacketBuf;
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/*.....................................................................
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This is the magic number assigned to this connection. It is the first
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few bytes of any transmission.
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.....................................................................*/
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unsigned short MagicNum;
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/*.....................................................................
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This value determines the time delay before a packet is re-sent.
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.....................................................................*/
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unsigned long RetryDelta;
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/*.....................................................................
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This is the maximum number of retries allowed for a packet; if this
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value is exceeded, the connection is probably broken.
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.....................................................................*/
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unsigned long MaxRetries;
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/*.....................................................................
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This is the total timeout for this connection; if this time is exceeded
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on a packet, the connection is probably broken.
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.....................................................................*/
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unsigned long Timeout;
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/*.....................................................................
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Running totals of # of packets we send & receive which require an ACK,
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and those that don't.
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.....................................................................*/
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unsigned long NumRecNoAck;
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unsigned long NumRecAck;
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unsigned long NumSendNoAck;
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unsigned long NumSendAck;
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/*.....................................................................
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This is the ID of the last consecutively-received packet; anything older
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than this, we know is a resend. Anything newer than this MUST be lying
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around in the Queue for us to detect it as a resend.
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.....................................................................*/
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unsigned long LastSeqID;
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/*.....................................................................
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This is the ID of the PACKET_DATA_ACK packet we read last; it ensures
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that the application reads that type of packet in order.
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.....................................................................*/
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unsigned long LastReadID;
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/*.....................................................................
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Names of all packet commands
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.....................................................................*/
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static char * Commands[PACKET_COUNT];
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};
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#endif
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/**************************** end of connect.h *****************************/
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