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CnC_Renegade/Code/Commando/cnetwork.h

261 lines
9.6 KiB
C++

/*
** 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/cnetwork.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 2/19/02 4:49p $*
* *
* $Revision:: 76 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSV_VER)
#pragma once
#endif
#ifndef CNETWORK_H
#define CNETWORK_H
#include "always.h"
#include "vector3.h"
#include "w3d_file.h"
#include "teammanager.h"
#include "comnetrcvinst.h"
#include "comnetrcv.h"
#include "connect.h"
#include "nethandler.h"
#include "regbool.h"
#define MAX_TEXTMESSAGE_LENGTH 200
class cPlayer;
class cTeam;
class cPacket;
class ScriptableGameObj;
class SmartGameObj;
class ChunkSaveClass;
class ChunkLoadClass;
class cMsgStatList;
class cMsgStatListGroup;
class Render2DTextClass;
class VisTableClass;
//-----------------------------------------------------------------------------
class cNetwork
{
public:
enum {
ALL = -1, // for sending to everyone
};
static void Compute_Exe_Key(void);
static void Onetime_Init(void);
static void Onetime_Shutdown(void);
static void Update();
static bool Save(ChunkSaveClass & csave);
static bool Load(ChunkLoadClass & cload);
static float Get_Distance_Priority(Vector3 & pos1, Vector3 & pos2);
static void Update_Fps(void);
static int Get_Fps(void) {return Fps;}
static int Get_Think_Count(void) {return ThinkCount;}
static void Shell_Command(LPCSTR command);
static void Server_Packet_Handler(cPacket & packet, int rhost_id);
static void Client_Packet_Handler(cPacket & packet);
static void Server_Broken_Connection_Handler(int rhost_id);
static void Client_Broken_Connection_Handler(void);
static void Accept_Handler(void);
static void Refusal_Handler(REFUSAL_CODE refusal_code);
static void Connection_Handler(int new_rhost_id);
static REFUSAL_CODE Application_Acceptance_Handler(cPacket & packet);
static void Eviction_Handler(int evicted_rhost_id);
static bool I_Am_Client(void) {return PClientConnection != NULL;}
static bool I_Am_Server(void) {return PServerConnection != NULL;}
static bool I_Am_Only_Client(void) {return PClientConnection != NULL && PServerConnection == NULL;}
static bool I_Am_Only_Server(void) {return PClientConnection == NULL && PServerConnection != NULL;}
static bool I_Am_Client_Server(void) {return PClientConnection != NULL && PServerConnection != NULL;}
static bool I_Am_God(void);
// Sending Simple Client Packets
static int Send_Object_Update(NetworkObjectClass *object, int client_id);
static void Tell_Client_About_Dynamic_Objects(int recipient_client_id, Vector3 & dest_pos);
static void Tell_Client_About_Delete_Notifications(int recipient_client_id);
static void Tell_Server_About_Dynamic_Objects(void);
static void Server_Kill_Connection(int client_id);
static void Set_Receiver(CombatNetworkReceiver *receiver ) {Receiver = receiver;}
static void Process_Eviction_Sc(cPacket & packet);
static void Cleanup_After_Client(int client_id);
static void Delete_Player_Objects(int client_id);
static void Remove_Player(int player_id);
static void Test_For_Team_Defaulting(cPlayer * p_player);
static void Packet_Graph(Render2DTextClass * renderer, cMsgStatList * p_stat_list, int watch_type, LPCSTR label);
static void Watch_Packets(Render2DTextClass * renderer);
static void Bandwidth_Graph(Render2DTextClass * renderer, LPCSTR label, int count, int target_bps, float packetloss_pc,
const int bar_color, bool is_send, float threshold_priority);
static void Watch_Bandwidth(Render2DTextClass * renderer);
static void Latency_Graph(Render2DTextClass * renderer, LPCSTR label, const float bar_length, cRemoteHost * p_rhost);
static void Last_Contact_Graph(Render2DTextClass * renderer, LPCSTR label, const float bar_length, cRemoteHost * p_rhost);
static void List_Size_Graph(Render2DTextClass * renderer, LPCSTR label, const float bar_length, int count);
static void List_Time_Graph(Render2DTextClass * renderer, LPCSTR label, const float bar_length, int time_ms);
static void List_Packet_Size_Graph(Render2DTextClass * renderer, LPCSTR label, const float bar_length, int count);
static void Watch_Latency(Render2DTextClass * renderer);
static void Watch_Last_Contact(Render2DTextClass * renderer);
static void Watch_Size_Lists(Render2DTextClass * renderer);
static void Watch_Time_Lists(Render2DTextClass * renderer);
static void Watch_Packet_Size_Lists(Render2DTextClass * renderer);
static void Simulation_Warnings(Render2DTextClass * renderer);
static void Connection_Status_Change_Feedback(void);
static void Client_Send_Packet(cPacket & packet, int mode);
static void Server_Send_Packet(cPacket & packet, int mode, int recipient = ALL);
static void Server_Send_Packet_To_All_Connected(cPacket & packet, int mode);
static int Show_Welcome_Message(WideStringClass & name);
static cPlayer * Get_My_Player_Object(void);
static int Get_My_Team_Number(void);
static Vector3 Get_My_Color(void);
static LPCSTR Get_Client_String(int recipient);
static LPCSTR Get_Client_Enumeration_String(void);
static cRemoteHost * Get_Server_Rhost(int client_id);
static cRemoteHost * Get_Client_Rhost(void);
static float Get_Server_Rhost_Threshold_Priority(int client_id);
static float Get_Client_Rhost_Threshold_Priority(void);
static int Get_My_Id(void);
static int Get_Exe_Key(void) { return ExeKey; }
static int Get_Exe_CRC(void) { return ExeCRC; }
static int Get_Strings_CRC(void) { return StringsCRC; }
static void Set_Desired_Frame_Sleep_Ms(int b);
static void Set_Simulated_Packet_Loss_Pc(int b);
static void Set_Simulated_Packet_Duplication_Pc(int b);
static void Set_Simulated_Latency_Range_Ms(int lower, int upper);
static void Set_Spam_Count(int spam_count);
static void Get_Simulated_Latency_Range_Ms(int & lower, int & upper);
static void Set_Graphing_Y(float y) {GraphingY = y;}
static void Init_Client(unsigned short my_port = 0);
static void Init_Server(void);
static void Cleanup_Server(void);
static void Cleanup_Client(void);
static void Flush(void);//TSS2001e
static void SwitchTeam(int newTeam);
static void Enable_Waiting_Players(void);
//
// Hide...
//
static cConnection * PServerConnection;
static cConnection * PClientConnection;
// Temp - going away later. ST - 10/16/2001 9:33PM
static bool SensibleUpdates;
private:
static int Get_Data_Files_CRC(void);
static void Shared_Client_And_Server_Think(void);
static bool Client_Think(void);
static bool Server_Think(void);
static void Hibernation_Think(void);
static void End_Game_Test(void);
static void Intermission_Over_Processing(void);
static VisTableClass * Peek_Temp_Vis_Table(void);
static CombatNetworkReceiver *Receiver;
static CombatNetworkReceiverInstanceClass * NetworkReceiver;
static char ClientString[300]; // used by Get_Client_String
static char ClientEnumerationString[300]; // used by Get_Client_Enumeration_String
static bool LastServerConnectionStateBad;
//
// Version validation data
//
static int ExeKey;
static int ExeCRC;
static int StringsCRC;
//
// Server-specific data
//
static char MessageToSend[MAX_TEXTMESSAGE_LENGTH];
static char Command[MAX_TEXTMESSAGE_LENGTH];
static float GraphingY;
static float BandwidthBarLength;
static int BandwidthScaler;
static GameCombatNetworkHandlerClass NetHandler;
static int Fps;
static int ThinkCount;
static cMsgStatList * PClientStatList;
static cMsgStatListGroup * PServerStatListGroup;
static bool HaveDoneTeamChangeDialog;
static bool HaveDoneMotdDialog;
static VisTableClass * VisTable;
};
#endif