Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef INETWORKSYSTEM_H
#define INETWORKSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "appframework/iappsystem.h"
// This is the packet payload without any header bytes (which are attached for actual sending)
#define NET_MAX_PAYLOAD ( 262144 - 4) // largest message we can send in bytes
#define NET_MAX_PAYLOAD_BITS 18 // 2^NET_MAX_PAYLOAD_BITS > NET_MAX_PAYLOAD
// This is just the client_t->netchan.datagram buffer size (shouldn't ever need to be huge)
#define NET_MAX_DATAGRAM_PAYLOAD 4000 // = maximum unreliable playload size
// UDP has 28 byte headers
#define UDP_HEADER_SIZE (20+8) // IP = 20, UDP = 8
#define MAX_ROUTABLE_PAYLOAD 1200 // x360 requires <= 1260, but now that listen servers can support "steam" mediated sockets, steam enforces 1200 byte limit
#if (MAX_ROUTABLE_PAYLOAD & 3) != 0
#error Bit buffers must be a multiple of 4 bytes
#endif
#define MIN_ROUTABLE_PAYLOAD 16 // minimum playload size
#define NETMSG_TYPE_BITS 8 // must be 2^NETMSG_TYPE_BITS > SVC_LASTMSG
// This is the payload plus any header info (excluding UDP header)
#define HEADER_BYTES 9 // 2*4 bytes seqnr, 1 byte flags
// Pad this to next higher 16 byte boundary
// This is the largest packet that can come in/out over the wire, before processing the header
// bytes will be stripped by the networking channel layer
#define NET_MAX_MESSAGE PAD_NUMBER( ( NET_MAX_PAYLOAD + HEADER_BYTES ), 16 )
#define NET_HEADER_FLAG_SPLITPACKET -2
#define NET_HEADER_FLAG_COMPRESSEDPACKET -3
//-----------------------------------------------------------------------------
// Forward declarations:
//-----------------------------------------------------------------------------
class INetworkMessageHandler;
class INetworkMessage;
class INetChannel;
class INetworkMessageFactory;
class bf_read;
class bf_write;
typedef struct netadr_s netadr_t;
class CNetPacket;
//-----------------------------------------------------------------------------
// Default ports
//-----------------------------------------------------------------------------
enum
{
NETWORKSYSTEM_DEFAULT_SERVER_PORT = 27001,
NETWORKSYSTEM_DEFAULT_CLIENT_PORT = 27002
};
//-----------------------------------------------------------------------------
// This interface encompasses a one-way communication path between two
//-----------------------------------------------------------------------------
typedef int ConnectionHandle_t;
enum ConnectionStatus_t
{
CONNECTION_STATE_DISCONNECTED = 0,
CONNECTION_STATE_CONNECTING,
CONNECTION_STATE_CONNECTION_FAILED,
CONNECTION_STATE_CONNECTED,
};
//-----------------------------------------------------------------------------
// This interface encompasses a one-way communication path between two machines
//-----------------------------------------------------------------------------
//
// abstract_class INetChannel
// {
// public:
// // virtual INetworkMessageHandler *GetMsgHandler( void ) const = 0;
// virtual const netadr_t &GetRemoteAddress( void ) const = 0;
//
// // send a net message
// // NOTE: There are special connect/disconnect messages?
// virtual bool AddNetMsg( INetworkMessage *msg, bool bForceReliable = false ) = 0;
// // virtual bool RegisterMessage( INetworkMessage *msg ) = 0;
//
// virtual ConnectionStatus_t GetConnectionState( ) = 0;
//
// /*
// virtual ConnectTo( const netadr_t& to ) = 0;
// virtual Disconnect() = 0;
//
// virtual const netadr_t& GetLocalAddress() = 0;
//
// virtual const netadr_t& GetRemoteAddress() = 0;
// */
// };
//-----------------------------------------------------------------------------
// Network event types + structures
//-----------------------------------------------------------------------------
enum NetworkEventType_t
{
NETWORK_EVENT_CONNECTED = 0,
NETWORK_EVENT_DISCONNECTED,
NETWORK_EVENT_MESSAGE_RECEIVED,
};
struct NetworkEvent_t
{
NetworkEventType_t m_nType;
};
struct NetworkConnectionEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
};
struct NetworkDisconnectionEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
};
struct NetworkMessageReceivedEvent_t : public NetworkEvent_t
{
INetChannel *m_pChannel;
INetworkMessage *m_pNetworkMessage;
};
//-----------------------------------------------------------------------------
// Main interface for low-level networking (packet sending). This is a low-level interface
//-----------------------------------------------------------------------------
abstract_class INetworkSystem : public IAppSystem
{
public:
// Installs network message factories to be used with all connections
virtual bool RegisterMessage( INetworkMessage *msg ) = 0;
// Start, shutdown a server
virtual bool StartServer( unsigned short nServerListenPort = NETWORKSYSTEM_DEFAULT_SERVER_PORT ) = 0;
virtual void ShutdownServer( ) = 0;
// Process server-side network messages
virtual void ServerReceiveMessages() = 0;
virtual void ServerSendMessages() = 0;
// Start, shutdown a client
virtual bool StartClient( unsigned short nClientListenPort = NETWORKSYSTEM_DEFAULT_CLIENT_PORT ) = 0;
virtual void ShutdownClient( ) = 0;
// Process client-side network messages
virtual void ClientSendMessages() = 0;
virtual void ClientReceiveMessages() = 0;
// Connect, disconnect a client to a server
virtual INetChannel* ConnectClientToServer( const char *pServer, int nServerListenPort = NETWORKSYSTEM_DEFAULT_SERVER_PORT ) = 0;
virtual void DisconnectClientFromServer( INetChannel* pChan ) = 0;
// Event queue
virtual NetworkEvent_t *FirstNetworkEvent( ) = 0;
virtual NetworkEvent_t *NextNetworkEvent( ) = 0;
// Returns the local host name
virtual const char* GetLocalHostName( void ) const = 0;
virtual const char* GetLocalAddress( void ) const = 0;
/*
// NOTE: Server methods
// NOTE: There's only 1 client INetChannel ever
// There can be 0-N server INetChannels.
virtual INetChannel* CreateConnection( bool bIsClientConnection ) = 0;
// Add methods for setting unreliable payloads
*/
};
#endif // INETWORKSYSTEM_H