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CnC_Renegade/Code/wwnet/connect.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
//
// Filename: connect.h
// Project: wwnet
// Author: Tom Spencer-Smith
// Date: June 1998
// Description:
//
//-----------------------------------------------------------------------------
#if defined(_MSV_VER)
#pragma once
#endif
#ifndef CONNECT_H
#define CONNECT_H
#include "rhost.h"
#include "netstats.h"
#include "bittype.h"
#include "netutil.h"
#include "slist.h"
#include "wwpacket.h"
#include "packettype.h"
//
// A server can have this many clients (a client has only 1 rhost: the server)
// -1 is used as ID_UNKNOWN
// This is used as an array bound and is not insulated,
// but using a namespace is ugly...
//
//const int MAX_RHOSTS = 256;
//
// These defines are useful at the app level
//
const int SERVER_RHOST_ID = 0;
//
// This is the default dummy ID used by a client until he receives a real id
// from the server
//
const int ID_UNKNOWN = -1;
typedef enum {
REFUSAL_CLIENT_ACCEPTED = 0,
REFUSAL_GAME_FULL,
REFUSAL_BAD_PASSWORD,
REFUSAL_VERSION_MISMATCH,
REFUSAL_PLAYER_EXISTS,
REFUSAL_BY_APPLICATION
} REFUSAL_CODE;
//
// Send flags. Normal send is individual, single.
// Strictly speaking SEND_UNRELIABLE could be deduced by absense
// of SEND_RELIABLE, but it's inclusion makes a clearer API.
//
const BYTE SEND_RELIABLE = 0x01; // you must specify this or SEND_UNRELIABLE
const BYTE SEND_UNRELIABLE = 0x02; // you must specify this or SEND_RELIABLE
const BYTE SEND_MULTI = 0x04; // For SEND_UNRELIABLE only. Default is single send.
class cMsgStatList;
typedef void (*Accept_Handler)(void);
typedef void (*Refusal_Handler)(REFUSAL_CODE refusal_code);
typedef void (*Server_Broken_Connection_Handler)(int broken_rhost_id);
typedef void (*Client_Broken_Connection_Handler)(void);
typedef void (*Eviction_Handler)(int evicted_rhost_id);
typedef void (*Conn_Handler)(int new_rhost_id);
typedef REFUSAL_CODE (*Application_Acceptance_Handler)(cPacket & packet);
typedef void (*Server_Packet_Handler)(cPacket & packet, int rhost_id);
typedef void (*Client_Packet_Handler)(cPacket & packet);
extern char * Addr_As_String(sockaddr_in *addr);
//-----------------------------------------------------------------------------
//
// This class represents the link between C & S.
// The 1-many S-C relationship is expressed in the cRemoteHost component.
//
class cConnection
{
public:
cConnection();
~cConnection();
void Init_As_Client(ULONG server_ip, USHORT server_port, unsigned short my_port = 0);
void Init_As_Server(USHORT server_port, int max_players,
bool is_dedicated_server, ULONG addr = 0);
void Connect_Cs(cPacket & app_data);
void Send_Packet_To_Individual(cPacket & packet, int addressee, BYTE send_flags);
bool Have_Id() const {return LocalId != ID_UNKNOWN;}
bool Is_Established() const;
void Service_Read();
void Service_Send(bool is_urgent = false);
ULONG Get_Bandwidth_Budget_Out() const {return BandwidthBudgetOut;}
void Set_Bandwidth_Budget_Out(ULONG bw_budget);
void Destroy_Connection(int rhost_id);
void Init_Stats();
double Get_Threshold_Priority(int rhost_id);
void Set_Packet_Loss(double percent_lost);
void Set_Packet_Duplication(double percent_duplicated);
void Set_Packet_Latency_Range(int minimum_latency_ms, int maximum_latency_ms);
void Set_Max_Acceptable_Packetloss_Pc(double max_packetloss_pc);
void Enable_Flow_Control(BOOL is_enabled) {IsFlowControlEnabled = is_enabled;} // This should be called at startup.
SList<cPacket> * Get_Packet_List() {return &PacketList;}
void Clear_Resend_Counts();
int Get_Min_RHost() {return MinRHost;}
int Get_Max_RHost() {return MaxRHost;}
int Get_Num_RHosts() {return NumRHosts;}
cRemoteHost * Get_Remote_Host(int rhost);
bool Is_Destroy() {return IsDestroy;}
int Get_Local_Id() const {return LocalId;}
double Get_Max_Acceptable_Packetloss_Pc() const {return MaxAcceptablePacketlossPc;}
cNetStats & Get_Combined_Stats() {return CombinedStats;}
cNetStats & Get_Averaged_Stats() {return AveragedStats;}
static BOOL Is_Flow_Control_Enabled() {return IsFlowControlEnabled;}
static UINT Get_Total_Compressed_Bytes_Sent(void)
{return TotalCompressedBytesSent;}
static UINT Get_Total_Uncompressed_Bytes_Sent(void)
{return TotalUncompressedBytesSent;}
cMsgStatList * Get_Stat_List(void) {return PStatList;}
bool Is_Bad_Connection(void) {return(IsBadConnection);};
void Set_Rhost_Is_In_Game(int id, bool state);
void Set_Rhost_Expect_Packet_Flood(int id, bool state);
void Allow_Extra_Timeout_For_Loading(void);
void Allow_Packet_Processing(bool set) {CanProcess = set;}
void Install_Accept_Handler(Accept_Handler handler);
void Install_Refusal_Handler(Refusal_Handler handler);
void Install_Server_Broken_Connection_Handler(Server_Broken_Connection_Handler handler);
void Install_Client_Broken_Connection_Handler(Client_Broken_Connection_Handler handler);
void Install_Eviction_Handler(Eviction_Handler handler);
void Install_Conn_Handler(Conn_Handler handler);
void Install_Application_Acceptance_Handler(Application_Acceptance_Handler handler);
void Install_Server_Packet_Handler(Server_Packet_Handler handler);
void Install_Client_Packet_Handler(Client_Packet_Handler handler);
// Need to use this. ST - 8/10/2001 11:52AM
void Send_Packet_To_Address(cPacket & packet, LPSOCKADDR_IN p_address);
#ifdef WWDEBUG
// Debug support for latency testing.
static void Set_Latency(int low, int high);
static void Get_Latency(int &low, int &high, int &current);
#endif //WWDEBUG
private:
cConnection(const cConnection& rhs); // Disallow copy (compile/link time)
cConnection& operator=(const cConnection& rhs); // Disallow assignment (compile/link time)
void Init_As_Client(LPSOCKADDR_IN p_server_address, unsigned short my_port = 0);
bool Demultiplex_R_Or_U_Packet(cPacket * p_packet, int rhost_id);
void Send_Accept_Sc(int new_rhost_id);
bool Bind(USHORT port, ULONG addr = 0);
bool Receive_Packet();
int Low_Level_Send_Wrapper(cPacket & packet, LPSOCKADDR_IN p_address);
int Send_Wrapper(cPacket & packet, LPSOCKADDR_IN p_address);
int Send_Wrapper(cPacket & packet, int addressee);
int Low_Level_Receive_Wrapper(cPacket & packet);
int Receive_Wrapper(cPacket & packet);
void Set_R_And_U_Packet_Id(cPacket & packet, int addressee, BYTE send_type);
void R_And_U_Send(cPacket & packet, int addressee);
void Send_Ack(LPSOCKADDR_IN p_address, int reliable_packet_id);
void Send_Refusal_Sc(LPSOCKADDR_IN p_address, REFUSAL_CODE refusal_code);
void Process_Connection_Request(cPacket & packet);
void Send_Keepalives();
static LPCSTR Type_Translation(int type);
bool Sender_Id_Tests(cPacket & packet);
USHORT Calculate_Packet_Bits(USHORT app_bytes);
int Single_Player_sendto(cPacket & packet);
int Single_Player_recvfrom(char * data);
int Address_To_Rhostid(const SOCKADDR_IN* p_address);
bool Is_Time_To_Resend_Packet_To_Remote_Host(const cPacket *packet, cRemoteHost *rhost);
bool Is_Packet_Too_Old(const cPacket *packet, cRemoteHost *rhost);
int LocalId; // Each client has a unique id
USHORT LocalPort; // port we are bound to.
double MaxAcceptablePacketlossPc;
cNetStats CombinedStats;
cNetStats AveragedStats;
unsigned long ThisFrameTimeMs; // to avoid excess timeGetTime clls
bool IsServer; // for C/S specific-code
bool IsDedicatedServer; // for C/S specific-code
static BOOL IsFlowControlEnabled;
bool InitDone; // Used to ensure certain API's are used at the right time.
SOCKET Sock;
USHORT SimulatedPacketLossPerRANDMAX;
USHORT SimulatedPacketDuplicationPerRANDMAX;
int MinimumLatencyMs;
int MaximumLatencyMs;
int RefusalPacketSendId; // server
int HighestRefusalPacketRcvId; // client
ULONG BandwidthBudgetOut;
SList<cPacket> PacketList;
int ServiceCount;
bool IsBadConnection;
cRemoteHost ** PRHost;
int MinRHost;
int MaxRHost;
int NumRHosts;
bool IsDestroy;
static UINT TotalCompressedBytesSent;
static UINT TotalUncompressedBytesSent;
cMsgStatList * PStatList;
unsigned long ExtraTimeoutTime;
unsigned long ExtraTimeoutTimeStarted;
bool CanProcess;
Accept_Handler AcceptHandler;
Refusal_Handler RefusalHandler;
Server_Broken_Connection_Handler ServerBrokenConnectionHandler;
Client_Broken_Connection_Handler ClientBrokenConnectionHandler;
Eviction_Handler EvictionHandler;
Conn_Handler ConnHandler;
Application_Acceptance_Handler ApplicationAcceptanceHandler;
Server_Packet_Handler ServerPacketHandler;
Client_Packet_Handler ClientPacketHandler;
#ifdef WWDEBUG
// Testing support for high latency connections.
// Dynamic vector is ineffecient here but it doesn't matter since this is a debug testing only kinda thing.
static int LatencyAddLow;
static int LatencyAddHigh;
static int CurrentLatencyAdd;
static unsigned long LastLatencyChange;
DynamicVectorClass<cPacket*> LaggedPackets;
DynamicVectorClass<unsigned long> LaggedPacketTimes;
DynamicVectorClass<int> LaggedPacketRetCodes;
#endif //WWDEBUG
};
#endif // CONNECT_H
//void Init_As_Client(LPCSTR server_ip, USHORT server_port);
//void Send_Packet_To_All(cPacket & packet, BYTE send_flags); // send to all rhosts
//cRemoteHost * PRHost[MAX_RHOSTS];
//virtual void Server_Broken_Connection_Handler(int rhost_id);
//virtual void Client_Broken_Connection_Handler();
//virtual void Accept_Handler();
//virtual void Refusal_Handler(int refusal_code);
//virtual void Connection_Handler(int new_rhost_id);
//virtual bool Application_Acceptance_Handler(cPacket & packet);
//virtual void Eviction_Handler(int evicted_rhost_id);
//virtual void Server_Packet_Handler(cPacket & packet, int rhost_id);
//virtual void Client_Packet_Handler(cPacket & packet);