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