Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// net.h -- Half-Life's interface to the networking layer
// For banning IP addresses (or allowing private games)
#ifndef NET_H
#define NET_H
#ifdef _WIN32
#pragma once
#endif
#include "common.h"
#include "bitbuf.h"
#include "netadr.h"
#include "proto_version.h"
// Flow control bytes per second limits
#define MAX_RATE (1024*1024)
#define MIN_RATE 1000
#define DEFAULT_RATE 80000
#define SIGNON_TIME_OUT 300.0f // signon disconnect timeout
#define FRAGMENT_BITS 8
#define FRAGMENT_SIZE (1<<FRAGMENT_BITS)
#define MAX_FILE_SIZE_BITS 26
#define MAX_FILE_SIZE ((1<<MAX_FILE_SIZE_BITS)-1) // maximum transferable size is 64MB
// 0 == regular, 1 == file stream
#define MAX_STREAMS 2
#define FRAG_NORMAL_STREAM 0
#define FRAG_FILE_STREAM 1
#define TCP_CONNECT_TIMEOUT 4.0f
#define PORT_ANY -1
#define PORT_TRY_MAX 32
#define TCP_MAX_ACCEPTS 8
#define LOOPBACK_SOCKETS 2
#define STREAM_CMD_NONE 0 // waiting for next blob
#define STREAM_CMD_AUTH 1 // first command, send back challengenr
#define STREAM_CMD_DATA 2 // receiving a data blob
#define STREAM_CMD_FILE 3 // receiving a file blob
#define STREAM_CMD_ACKN 4 // acknowledged a recveived blob
// NETWORKING INFO
// This is the packet payload without any header bytes (which are attached for actual sending)
#define NET_MAX_PAYLOAD 288000 // largest message we can send in bytes
#define NET_MAX_PAYLOAD_V23 96000 // largest message we can send in bytes
#define NET_MAX_PAYLOAD_BITS_V23 17 // 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 payload size
// UDP has 28 byte headers
#define UDP_HEADER_SIZE (20+8) // IP = 20, UDP = 8
#define MAX_ROUTABLE_PAYLOAD 1260 // Matches x360 size
#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 6 // must be 2^NETMSG_TYPE_BITS > SVC_LASTMSG
#define NETMSG_LENGTH_BITS 11 // 256 bytes
// 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 )
// Even connectionless packets require int32 value (-1) + 1 byte content
#define NET_MIN_MESSAGE 5
#define NET_HEADER_FLAG_SPLITPACKET -2
#define NET_HEADER_FLAG_COMPRESSEDPACKET -3
class INetChannel;
enum
{
NS_CLIENT = 0, // client socket
NS_SERVER, // server socket
NS_HLTV,
NS_MATCHMAKING,
NS_SYSTEMLINK,
#ifdef LINUX
NS_SVLAN, // LAN udp port for Linux. See NET_OpenSockets for info.
#endif
MAX_SOCKETS
};
typedef struct netpacket_s
{
netadr_t from; // sender IP
int source; // received source
double received; // received time
unsigned char *data; // pointer to raw packet data
bf_read message; // easy bitbuf data access
int size; // size in bytes
int wiresize; // size in bytes before decompression
bool stream; // was send as stream
struct netpacket_s *pNext; // for internal use, should be NULL in public
} netpacket_t;
extern netadr_t net_local_adr;
extern double net_time;
class INetChannelHandler;
class IConnectionlessPacketHandler;
// Start up networking
void NET_Init( bool bDedicated );
// Shut down networking
void NET_Shutdown (void);
// Read any incoming packets, dispatch to known netchannels and call handler for connectionless packets
void NET_ProcessSocket( int sock, IConnectionlessPacketHandler * handler );
// Set a port to listen mode
void NET_ListenSocket( int sock, bool listen );
// Send connectionsless string over the wire
void NET_OutOfBandPrintf(int sock, const netadr_t &adr, PRINTF_FORMAT_STRING const char *format, ...) FMTFUNCTION( 3, 4 );
// Send a raw packet, connectionless must be provided (chan can be NULL)
int NET_SendPacket ( INetChannel *chan, int sock, const netadr_t &to, const unsigned char *data, int length, bf_write *pVoicePayload = NULL, bool bUseCompression = false );
// Called periodically to maybe send any queued packets (up to 4 per frame)
void NET_SendQueuedPackets();
// Start set current network configuration
void NET_SetMutiplayer(bool multiplayer);
// Set net_time
void NET_SetTime( double realtime );
// RunFrame must be called each system frame before reading/sending on any socket
void NET_RunFrame( double realtime );
// Check configuration state
bool NET_IsMultiplayer( void );
bool NET_IsDedicated( void );
// Writes a error file with bad packet content
void NET_LogBadPacket(netpacket_t * packet);
// bForceNew (used for bots) tells it not to share INetChannels (bots will crash when disconnecting if they
// share an INetChannel).
INetChannel *NET_CreateNetChannel(int socketnumber, netadr_t *adr, const char * name, INetChannelHandler * handler, bool bForceNew=false,
int nProtocolVersion=PROTOCOL_VERSION );
void NET_RemoveNetChannel(INetChannel *netchan, bool bDeleteNetChan);
void NET_PrintChannelStatus( INetChannel * chan );
void NET_WriteStringCmd( const char * cmd, bf_write *buf );
// Address conversion
bool NET_StringToAdr ( const char *s, netadr_t *a);
// Convert from host to network byte ordering
unsigned short NET_HostToNetShort( unsigned short us_in );
// and vice versa
unsigned short NET_NetToHostShort( unsigned short us_in );
// Find out what port is mapped to a local socket
unsigned short NET_GetUDPPort(int socket);
// add/remove extra sockets for testing
int NET_AddExtraSocket( int port );
void NET_RemoveAllExtraSockets();
const char *NET_ErrorString (int code); // translate a socket error into a friendly string
//============================================================================
// Message data
typedef struct
{
// Size of message sent/received
int size;
// Time that message was sent/received
float time;
} flowstats_t;
// Some hackery to avoid using va() in constructor since we cache off the pointer to the string in the ConVar!!!
#define NET_STRINGIZE( x ) #x
#define NET_MAKESTRING( macro, val ) macro(val)
#define NETSTRING( val ) NET_MAKESTRING( NET_STRINGIZE, val )
#endif // !NET_H