Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1994-1995 Microsoft Corporation. All Rights Reserved.
*
* File: dplayi.h
* Content: DirectPlay data structures
* History:
* Date By Reason
* ==== == ======
* 1/96 andyco created it
* 1/26/96 andyco list data structures
* 4/10/96 andyco removed dpmess.h
* 4/23/96 andyco added ipx support
* 4/25/96 andyco messages now have blobs (sockaddr's) instead of dwReserveds
* 8/10/96 kipo update max message size to be (2^20) - 1
* 8/15/96 andyco added local data
* 8/30/96 andyco clean it up b4 you shut it down! added globaldata.
* 9/3/96 andyco bagosockets
* 12/18/96 andyco de-threading - use a fixed # of prealloced threads.
* cruised the enum socket / thread - use the system
* socket / thread instead. updated global struct.
* 2/7/97 andyco moved all per IDirectPlay globals into globaldata
* 3/17/97 kipo GetServerAddress() now returns an error so that we can
* return DPERR_USERCANCEL from the EnumSessions dialog
* 3/25/97 andyco dec debug lock counter b4 dropping lock!
* 4/11/97 andyco added saddrControlSocket
* 5/12/97 kipo added ADDR_BUFFER_SIZE constant and removed unused variables
* 5/15/97 andyco added ipx spare thread to global data - used when nameserver
* migrates to this host to make sure that old system receive
* thread shuts down
* 6/22/97 kipo include wsnwlink.h
* 7/11/97 andyco added support for ws2 + async reply thread
* 8/25/97 sohailm added DEFAULT_RECEIVE_BUFFERSIZE
* 12/5/97 andyco voice support
* 01/5/97 sohailm added fd big set related definitions and macros (#15244).
* 1/20/98 myronth #ifdef'd out voice support
* 1/27/98 sohailm added firewall support
* 2/13/98 aarono added async support
* 2/18/98 a-peterz Comment byte order mess-up with SERVER_xxx_PORT constants
* 3/3/98 aarono Bug#19188 remove accept thread
* 12/15/98 aarono make async enum run async
* 01/12/2000 aarono added rsip support
* 09/12/2000 aarono workaround winsock bug, only allow 1 pending async send per socket
* otherwise data can get misordered. (MB#43990)
**************************************************************************/
#ifndef __DPSP_INCLUDED__
#define __DPSP_INCLUDED__
#include "windows.h"
#include "windowsx.h"
#include "wsipx.h"
#include "wsnwlink.h"
#include "dplaysp.h"
#include "bilink.h"
#include "fpm.h"
#include "dpf.h"
#include "dputils.h"
#include "memalloc.h"
#include "resource.h"
#include <winsock.h>
// to turn off SendEx support, comment this flag out.
#define SENDEX 1
// NOTE! USE_RSIP and USE_NATHLP should be mutually exclusive
// to turn off RSIP support, comment this flag out.
//#define USE_RSIP 1
// turn ON to use NATHLP helper DLL
#define USE_NATHELP 1
#if USE_NATHELP
#include "dpnathlp.h"
#endif
// use ddraw's assert code (see orion\misc\dpf.h)
#define ASSERT DDASSERT
typedef WORD PORT;
typedef UINT SOCKERR;
// server ports
// Oops! We forgot to convert these constants to net byte order in the code so we
// are really using port 47624 (0xBA08) instead of 2234 (0x08BA)
// We are living with the mistake.
#define SERVER_STREAM_PORT 2234
#define SERVER_DGRAM_PORT 2234
// range of ports used by sp (these are properly converted in the code)
#define DPSP_MIN_PORT 2300
#define DPSP_MAX_PORT 2400
#define DPSP_NUM_PORTS ((DPSP_MAX_PORT - DPSP_MIN_PORT)+1)
#define SPMESSAGEHEADERLEN (sizeof(DWORD))
#define DEFAULT_RECEIVE_BUFFERSIZE (4*1024) // default receive buffer size per connection
// token means this message was received from a remote
// dplay.
#define TOKEN 0xFAB00000
// helper_token means this message was forwarded by our server helper (host)
#define HELPER_TOKEN 0xCAB00000
// server_token means this message is exchanged with dplaysvr (needed to distinguish
// messages from a remote dpwsockx)
#define SERVER_TOKEN 0xBAB00000
// tells receiver to reuse the connection for replies (needed to support fullduplex
// connections)
#define REUSE_TOKEN 0xAAB00000
// we linger on async sends for 2.5 seconds before hard closing them
// this avoids letting the socket get into the TIME_WAIT state for 4 minutes.
// essentially we are doing a close with linger for 2.5 secs followed by an abort.
#define LINGER_TIME 2500
// masks
#define TOKEN_MASK 0xFFF00000
#define SIZE_MASK (~TOKEN_MASK)
// maxmessagelen = 2^20 (need 12 bits for token)
#define SPMAXMESSAGELEN ( 1048576 - 1)
#define VALID_SP_MESSAGE(pMsg) ( (*((DWORD *)pMsg) & TOKEN_MASK) == TOKEN ? TRUE : FALSE)
#define VALID_HELPER_MESSAGE(pMsg) ( (*((DWORD *)pMsg) & TOKEN_MASK) == HELPER_TOKEN ? TRUE : FALSE)
#define VALID_REUSE_MESSAGE(pMsg) ( (*((DWORD *)pMsg) & TOKEN_MASK) == REUSE_TOKEN ? TRUE : FALSE)
#define VALID_SERVER_MESSAGE(pMsg) ( (*((DWORD *)pMsg) & TOKEN_MASK) == SERVER_TOKEN ? TRUE : FALSE)
#define SP_MESSAGE_SIZE(pMsg) ( (*((DWORD *)pMsg) & SIZE_MASK))
#define SP_MESSAGE_TOKEN(pMsg) ( (*((DWORD *)pMsg) & TOKEN_MASK))
#define VALID_DPWS_MESSAGE(pMsg) ( VALID_SP_MESSAGE(pMsg) || VALID_HELPER_MESSAGE(pMsg) || \
VALID_SERVER_MESSAGE(pMsg) || VALID_REUSE_MESSAGE(pMsg) )
#define VALID_DPLAYSVR_MESSAGE(pMsg) ( VALID_SP_MESSAGE(pMsg) || VALID_SERVER_MESSAGE(pMsg) || \
VALID_REUSE_MESSAGE(pMsg) )
// the actual value is ~ 1500 bytes.
// we use 1024 to be safe (IPX won't packetize for us - it can only
// send what the underlying net can handle (MTU))
#define IPX_MAX_DGRAM 1024
// relation of timeout to latency
#define TIMEOUT_SCALE 10
#define SPTIMEOUT(latency) (TIMEOUT_SCALE * latency)
// the default size of the socket cache (gBagOSockets)
#define MAX_CONNECTED_SOCKETS 64
// the initial size of the receive list
#define INITIAL_RECEIVELIST_SIZE 16
// version number for service provider
#define SPMINORVERSION 0x0000 // service provider-specific version number
#define VERSIONNUMBER (DPSP_MAJORVERSION | SPMINORVERSION) // version number for service provider
// biggest user enterable addess
#define ADDR_BUFFER_SIZE 128
// macro picks the service socket depending on ipx vs. tcp
// ipx uses dgram, tcp uses stream
#define SERVICE_SOCKET(pgd) ( (pgd->AddressFamily == AF_IPX) \
? pgd->sSystemDGramSocket : pgd->sSystemStreamSocket)
#if USE_RSIP
#define SERVICE_SADDR_PUBLIC(pgd)( (pgd->sRsip == INVALID_SOCKET) \
? (NULL) : (&pgd->saddrpubSystemStreamSocket) )
#define DGRAM_SADDR_RSIP(pgd) ( (pgd->sRsip == INVALID_SOCKET) \
? (NULL) : (&pgd->saddrpubSystemDGramSocket) )
#elif USE_NATHELP
#define SERVICE_SADDR_PUBLIC(pgd)( (pgd->pINatHelp) \
? (&pgd->saddrpubSystemStreamSocket):NULL )
#define DGRAM_SADDR_RSIP(pgd) ( (pgd->pINatHelp) \
? (&pgd->saddrpubSystemDGramSocket):NULL )
#else
#define SERVICE_SADDR_PUBLIC(pgd) NULL
#define DGRAM_SADDR_RSIP(pgd) NULL
#endif
//
// In order to listen to any number of sockets we need our own version
// of fd_set and FD_SET(). We call them fd_big_set and FD_BIG_SET().
//
typedef struct fd_big_set {
u_int fd_count; // how many are SET?
SOCKET fd_array[0]; // an array of SOCKETs
} fd_big_set;
// stolen from winsock2.h
#ifndef _WINSOCK2API_
typedef HANDLE WSAEVENT;
typedef struct _WSAOVERLAPPED {
DWORD Internal;
DWORD InternalHigh;
DWORD Offset;
DWORD OffsetHigh;
WSAEVENT hEvent;
} WSAOVERLAPPED, FAR * LPWSAOVERLAPPED;
typedef struct _WSABUF {
u_long len; /* the length of the buffer */
char FAR * buf; /* the pointer to the buffer */
} WSABUF, FAR * LPWSABUF;
#endif // _WINSOCK2API_
#define MAX_SG 9
typedef WSABUF SENDARRAY[MAX_SG];
typedef SENDARRAY *PSENDARRAY;
#define SI_RELIABLE 0x0000001
#define SI_DATAGRAM 0x0000002
#define SI_INTERNALBUFF 0x00000004
typedef struct _SENDINFO {
WSAOVERLAPPED wsao;
SENDARRAY SendArray; // Array of buffers
DWORD dwFlags;
DWORD dwSendFlags; // DPLAY Send Flags.
UINT iFirstBuf; // First buffer in array to use
UINT cBuffers; // number of buffers to send (starting at iFirstBuf)
BILINK PendingSendQ; // when we're pending
BILINK PendingConnSendQ; // send queue for pending connections, also for pending when an async send is outstanding.
BILINK ReadyToSendQ; // still waiting to send on this queue.
DPID idTo;
DPID idFrom;
SOCKET sSocket; // reliable sends
SOCKADDR sockaddr; // datagram sends
DWORD_PTR dwUserContext;
DWORD dwMessageSize;
DWORD RefCount;
LONG Status;
struct _PLAYERCONN *pConn;
struct _GLOBALDATA *pgd;
IDirectPlaySP * lpISP; // indication interface
} SENDINFO, *PSENDINFO, FAR *LPSENDINFO;
//
// This code is stolen from winsock.h. It does the same thing as FD_SET()
// except that it assumes the fd_array is large enough. AddSocketToReceiveList()
// grows the buffer as needed, so this better always be true.
//
#define FD_BIG_SET(fd, address) do { \
ASSERT((address)->dwArraySize > (address)->pfdbigset->fd_count); \
(address)->pfdbigset->fd_array[(address)->pfdbigset->fd_count++]=(fd);\
} while(0)
typedef struct fds {
DWORD dwArraySize; // # of sockets that can be stored in pfdbigset->fd_array buffer
fd_big_set *pfdbigset;
} FDS;
typedef struct _CONNECTION
{
SOCKET socket; // socket we can receive off of
DWORD dwCurMessageSize; // current message size
DWORD dwTotalMessageSize; // total message size
SOCKADDR sockAddr; // addresses connected to
LPBYTE pBuffer; // points to either default or temporary receive buffer
LPBYTE pDefaultBuffer; // default receive buffer (pBuffer points to this by default)
// added in DX6
DWORD dwFlags; // connection attributes e.g. SP_CONNECION_FULLDUPLEX
} CONNECTION, *LPCONNECTION;
typedef struct _RECEIVELIST
{
UINT nConnections; // how many peers are we connected to
LPCONNECTION pConnection;// list of connections
} RECEIVELIST;
typedef struct _REPLYLIST * LPREPLYLIST;
typedef struct _REPLYLIST
{
LPREPLYLIST pNextReply; // next reply in list
LPVOID lpMessage; // bufffer to send
SOCKADDR sockaddr; // addr to send to
DWORD dwMessageSize;
SOCKET sSocket; // socket to send on
LPBYTE pbSend; // index into message pointing to next byte to send
DWORD dwBytesLeft; // how many bytes are left to send
DWORD dwPlayerTo; // dpid of to player, 0=>not in use.
DWORD tSent; // time we sent the last bit of reply.
} REPLYLIST;
// w store one of these w/ each sys player
typedef struct _SPPLAYERDATA
{
SOCKADDR saddrStream,saddrDatagram;
}SPPLAYERDATA,*LPSPPLAYERDATA;
// the message header
typedef struct _MESSAGEHEADER
{
DWORD dwMessageSize; // size of message
SOCKADDR sockaddr;
} MESSAGEHEADER,*LPMESSAGEHEADER;
// this is one element in our bagosockets
typedef struct _PLAYERSOCK
{
SOCKET sSocket;
DPID dwPlayerID;
// added in DX6
SOCKADDR sockaddr;
DWORD dwFlags; // SP_CONNECTION_FULLDUPLEX, etc.
} PLAYERSOCK,*LPPLAYERSOCK;
// PLAYERCONN structure is used for describing the reliable connection between
// this node and the remote player ID.
#define PLAYER_HASH_SIZE 256
#define SOCKET_HASH_SIZE 256
#define PLYR_CONN_PENDING 0x00000001 // connection pending.
#define PLYR_ACCEPT_PENDING 0x00000002 // expecting an accept(got WSAEISCONN on connect attempt).
#define PLYR_CONNECTED 0x00000004 // connection has succeeded.
#define PLYR_ACCEPTED 0x00000008
// players using old dpwsockx will use seperate inbound/outbound connections.
#define PLYR_NEW_CLIENT 0x00000010 // player uses just 1 socket.
#define PLYR_SOCKHASH 0x00000020
#define PLYR_DPIDHASH 0x00000040
#define PLYR_PENDINGLIST 0x00000080
#define PLYR_OLD_CLIENT 0x00000100
#define PLYR_DESTROYED 0x80000000 // already Dumped existence ref.
typedef struct _PLAYERCONN {
struct _PLAYERCONN *pNextP; // dwPlayerId hash table list.
struct _PLAYERCONN *pNextS; // IOSock hash table list.
DWORD dwRefCount; // References.
DPID dwPlayerID;
SOCKET sSocket;
DWORD lNetEventsSocket;
SOCKET sSocketIn; // they may have a different inbound socket.
DWORD lNetEventsSocketIn;
DWORD dwFlags;
VOL BOOL bSendOutstanding; // if we have a send in process. only 1 at a time per connection.
BILINK PendingConnSendQ; // Sends waiting for connection to complete, and now also for sends to complete.
BILINK InboundPendingList; // On the list of pending inbound connections
// index of listener list we are listening in.(not the index in the list).
INT iEventHandle;
PCHAR pReceiveBuffer; // if we get bigger than 4K.
PCHAR pDefaultReceiveBuffer; // 4K Receive Buffer
DWORD cbReceiveBuffer; // total size of receive buffer
DWORD cbReceived; // total bytes received in buffer
DWORD cbExpected; // number of bytes we're trying to receive.
BOOL bCombine; // whether we combined with another connection.
BOOL bTrusted; // whether we trust the remote client
// this is the socket address corresponding to the sSocket which may
// be used for both inbound and outbound connections. Socket hash keys
// off of this value. Which will be the "reply" address of any inbound
// messages not associated with a player.
union {
SOCKADDR sockaddr;
SOCKADDR_IN sockaddr_in;
} IOSock;
// clients without the new dpwsockx.dll will connect with a socket they
// are not listening on. This is the address we are receiving from,
// corresponds to sSocketIn.
union {
SOCKADDR sockaddr;
SOCKADDR_IN sockaddr_in;
} IOnlySock;
} PLAYERCONN, *PPLAYERCONN;
// number of handles we distribute listens across so we can use
// wait for multiple objects and WSAEvent Select for listening.
#define NUM_EVENT_HANDLES 48
#define MAX_EVENTS_PER_HANDLE 32
//#define NUM_EVENT_HANDLES 3
//#define MAX_EVENTS_PER_HANDLE 2
#define INVALID_EVENT_SLOT 0xFFFFFFFF
// Note this sets an absolute cap of 48*32 = 1536 listeners
// per session. Any connect attempts after that must be failed.
// Note also, with old clients this can mean a max of half that
// many actual players. (We could pull out listening from a player
// if he got a different inbound connection rather than re-using
// the outbound connection to solve this)
typedef struct _EVENTLIST {
VOL DWORD nConn; // number of
PPLAYERCONN pConn[MAX_EVENTS_PER_HANDLE];
} EVENTLIST, *PEVENTLIST;
#if USE_RSIP
typedef struct _RSIP_LEASE_RECORD {
struct _RSIP_LEASE_RECORD * pNext;
DWORD dwRefCount;
BOOL ftcp_udp;
DWORD tExpiry;
DWORD bindid;
DWORD addrV4; // remote IP address
SHORT rport; // remote port
SHORT port; // local port
} RSIP_LEASE_RECORD, *PRSIP_LEASE_RECORD;
// Cache of queried address mappings so we don't
// need to requery the mappings over and over
typedef struct _ADDR_ENTRY {
struct _ADDR_ENTRY *pNext;
BOOL ftcp_udp;
DWORD tExpiry;
DWORD addr;
DWORD raddr;
WORD port;
WORD rport;
} ADDR_ENTRY, *PADDR_ENTRY;
#endif
// flags that describe a socket
#define SP_CONNECTION_FULLDUPLEX 0x00000001
// stream accept socket in the socket list.
#define SP_STREAM_ACCEPT 0x00000002
#ifdef SENDEX
typedef struct FPOOL *LPFPOOL;
#endif
typedef struct _GLOBALDATA
{
IDirectPlaySP * pISP;
SOCKET sSystemDGramSocket;
SOCKET sSystemStreamSocket;
HANDLE hStreamReceiveThread; // does receive and accept.
HANDLE hDGramReceiveThread;
HANDLE hReplyThread;
RECEIVELIST ReceiveList; // the list of sockets that StreamReceiveThread is listening on
// reply thread
LPREPLYLIST pReplyList; // list of replies for reply thread to send
LPREPLYLIST pReplyCloseList; // list of replies to close.
HANDLE hReplyEvent; // signal the replythread that something is up
// bago sockets stuff
LPPLAYERSOCK BagOSockets; // socket cache
UINT nSocketsInBag; // how many sockets in our bag
ULONG uEnumAddress; // address entered by user for game server
ULONG AddressFamily;
SOCKADDR saddrNS; // address for name server
DWORD dwLatency; // from dwreserved1 in registry
BOOL bShutdown;
BOOL bHaveServerAddress;
CHAR szServerAddress[ADDR_BUFFER_SIZE];
HANDLE hIPXSpareThread; // if nameserver migrates to this host, we start a new receive thread
// (bound to our well known socket). this is the handle to our old receive
// thread - at shutdown, we need to make sure it's gone
UINT iMaxUdpDg; // maximum udp datagram size
// added in DX6
FDS readfds; // dynamic read fdset
DWORD dwFlags; // DPSP_OUTBOUNDONLY, etc.
DWORD dwSessionFlags; // session flags passed by app
WORD wApplicationPort; // port used for creating system player sockets
#ifdef BIGMESSAGEDEFENSE
DWORD dwMaxMessageSize; // the max message size we should receive
#endif
HANDLE hTCPEnumAsyncThread; // fix async enum.
LPVOID lpEnumMessage;
DWORD dwEnumMessageSize;
SOCKADDR saEnum;
DWORD dwEnumAddrSize;
SOCKET sEnum;
BOOL bOutBoundOnly;
HANDLE hSelectEvent;
#ifdef SENDEX
CRITICAL_SECTION csSendEx; // locks sendex data.
LPFPOOL pSendInfoPool; // pool for allocating SENDINFO+SPHeaders for scatter gather sends
DWORD dwBytesPending; // count of total bytes in pending messages.
DWORD dwMessagesPending; // count of total bytes pending.
BILINK PendingSendQ;
BILINK ReadyToSendQ;
HANDLE hSendWait; // alert thread wait here.
HANDLE BogusHandle; // don't be fooled by waitfor multiple probs in Win9x, put -1 here.
BOOL bSendThreadRunning;
BOOL bStopSendThread;
#endif
#if USE_RSIP
VOL SOCKET sRsip;
SOCKADDR_IN saddrGateway;
CRITICAL_SECTION csRsip;
DWORD msgid;
DWORD clientid;
// cache the public addresses of these sockets so we don't
// need to keep querying the name server every time.
SOCKADDR saddrpubSystemDGramSocket;
SOCKADDR saddrpubSystemStreamSocket;
DWORD dwBindDGEnumListener;
PRSIP_LEASE_RECORD pRsipLeaseRecords; // list of leases.
PADDR_ENTRY pAddrEntry; // cache of mappings.
DWORD tuRetry; //microseconds starting retry time.
#endif
#if USE_NATHELP
HMODULE hNatHelp; // module handle for dpnhxxx.dll
IDirectPlayNATHelp *pINatHelp; // interface pointer for IDirectPlayNATHelp object
DPNHCAPS NatHelpCaps;
// we only ever map 2 ports, 1 for UDP, 1 for TCP.
DPNHHANDLE hNatHelpUDP;
DPNHHANDLE hNatHelpTCP;
SOCKADDR saddrpubSystemDGramSocket;
SOCKADDR saddrpubSystemStreamSocket;
SOCKADDR INADDRANY;
#endif
SHORT SystemStreamPort; // will always be in 2300-2400 range when valid.
//SHORT SystemStreamPortOut; // When running on Win9x < Millenium, need to use separate outbound port.
BOOL bSeparateIO; // When set workaround Winsock bug in Win9x < Millenium
BOOL bFastSock; // if we are using FastSocket support.
CRITICAL_SECTION csFast; // guards fast socket structures
BILINK InboundPendingList; // connected from remote, but haven't created local player yet.
VOL PPLAYERCONN PlayerHash[PLAYER_HASH_SIZE];
VOL PPLAYERCONN SocketHash[SOCKET_HASH_SIZE];
HANDLE hAccept;
HANDLE EventHandles[NUM_EVENT_HANDLES];
HANDLE BackStop; // Invalid handle to avoid Win95 bug in Wait for Multiple Objects
EVENTLIST EventList[NUM_EVENT_HANDLES];
UINT iEventAlloc; // runs around through EventList Index to try next allocation
INT nEventSlotsAvail;
} GLOBALDATA,*LPGLOBALDATA;
/*
* SP Flags (from registry)
*/
#define DPSP_OUTBOUNDONLY 0x00000001
/*
* DPLAYSVR - DPWSOCKX communication related information
*/
// MSG_HDR indicates a dpwsock system message
#define MSG_HDR 0x736F636B
#define SP_MSG_VERSION 1 // DX6
#define IS_VALID_DPWS_MESSAGE(pMsg) (MSG_HDR == (*((DWORD *)(pMsg))) )
#define COMMAND_MASK 0X0000FFFF
#define GET_MESSAGE_VERSION(pMsg) ( ((pMsg)->dwCmdToken & ~COMMAND_MASK) >> 16 )
#define GET_MESSAGE_COMMAND(pMsg) ( (pMsg)->dwCmdToken & COMMAND_MASK)
#define SET_MESSAGE_HDR(pMsg) (*((DWORD *)(pMsg)) = MSG_HDR )
#define SET_MESSAGE_COMMAND(pMsg,dwCmd) ((pMsg)->dwCmdToken = ((dwCmd & COMMAND_MASK) \
| (SP_MSG_VERSION<<16)) )
typedef struct {
DWORD dwHeader;
DWORD dwCmdToken;
} MSG_GENERIC, *LPMSG_GENERIC;
// DPLAYSVR
// macros for manipulating the sockaddr in the player data
#ifdef DEBUG
extern int gCSCount;
#endif
extern CRITICAL_SECTION gcsDPSPCritSection; // defined in dllmain.c
extern CRITICAL_SECTION csMem;
#define INIT_DPSP_CSECT() InitializeCriticalSection(&gcsDPSPCritSection);InitializeCriticalSection(&csMem);
#define FINI_DPSP_CSECT() DeleteCriticalSection(&gcsDPSPCritSection);DeleteCriticalSection(&csMem);
#ifdef DEBUG
#define ENTER_DPSP() EnterCriticalSection(&gcsDPSPCritSection),gCSCount++;
#define LEAVE_DPSP() gCSCount--,LeaveCriticalSection(&gcsDPSPCritSection);
#else
#define ENTER_DPSP() EnterCriticalSection(&gcsDPSPCritSection);
#define LEAVE_DPSP() LeaveCriticalSection(&gcsDPSPCritSection);
#endif // DEBUG
// get a pointer to the players socket address - used by macros below
#define DGRAM_PSOCKADDR(ppd) ((SOCKADDR *)&(((LPSPPLAYERDATA)ppd)->saddrDatagram))
#define STREAM_PSOCKADDR(ppd) ((SOCKADDR *)&(((LPSPPLAYERDATA)ppd)->saddrStream))
// get the udp ip addr from a player
#define IP_DGRAM_ADDR(ppd) (((SOCKADDR_IN *)DGRAM_PSOCKADDR(ppd))->sin_addr.s_addr)
#define IP_DGRAM_PORT(ppd) (((SOCKADDR_IN *)DGRAM_PSOCKADDR(ppd))->sin_port)
// get the stream ip addr from a player
#define IP_STREAM_ADDR(ppd) (((SOCKADDR_IN *)STREAM_PSOCKADDR(ppd))->sin_addr.s_addr)
#define IP_STREAM_PORT(ppd) (((SOCKADDR_IN *)STREAM_PSOCKADDR(ppd))->sin_port)
// used to get the name of the computer we're running on in spinit
#define HOST_NAME_LENGTH 50
// if it's not ipx, it's ip
// {685BC400-9D2C-11cf-A9CD-00AA006886E3}
DEFINE_GUID(GUID_IPX,
0x685bc400, 0x9d2c, 0x11cf, 0xa9, 0xcd, 0x0, 0xaa, 0x0, 0x68, 0x86, 0xe3);
// 36E95EE0-8577-11cf-960C-0080C7534E82
DEFINE_GUID(GUID_TCP,
0x36E95EE0, 0x8577, 0x11cf, 0x96, 0xc, 0x0, 0x80, 0xc7, 0x53, 0x4e, 0x82);
// {3A826E00-31DF-11d0-9CF9-00A0C90A43CB}
DEFINE_GUID(GUID_LOCAL_TCP,
0x3a826e00, 0x31df, 0x11d0, 0x9c, 0xf9, 0x0, 0xa0, 0xc9, 0xa, 0x43, 0xcb);
// globals
// ghinstance is used when putting up the dialog box to prompt for ip addr
extern HANDLE ghInstance; // set in dllmain. instance handle for dpwsock.dll
#ifdef DEBUG
extern void DebugPrintAddr(UINT level,LPSTR pStr,SOCKADDR * psockaddr);
#define DEBUGPRINTADDR(n,pstr,psockaddr) DebugPrintAddr(n,pstr,psockaddr);
extern void DebugPrintSocket(UINT level,LPSTR pStr,SOCKET * pSock);
#define DEBUGPRINTSOCK(n,pstr,psock) DebugPrintSocket(n,pstr,psock);
#else // debug
#define DEBUGPRINTADDR(n,pstr,psockaddr)
#define DEBUGPRINTSOCK(n,pstr,psock)
#endif // debug
// global vars
extern BOOL gbVoiceOpen; // set to TRUE if we have nm call open
// from dpsp.c
extern HRESULT WaitForThread(HANDLE hThread);
extern HRESULT SetupControlSocket();
extern HRESULT WINAPI SP_Close(LPDPSP_CLOSEDATA pcd);
extern HRESULT InternalReliableSend(LPGLOBALDATA pgd, DPID idPlayerTo, SOCKADDR *
lpSockAddr, LPBYTE lpMessage, DWORD dwMessageSize);
extern HRESULT DoTCPEnumSessions(LPGLOBALDATA pgd, SOCKADDR *lpSockAddr, DWORD dwAddrSize,
LPDPSP_ENUMSESSIONSDATA ped, BOOL bHostWillReuseConnection);
extern HRESULT SendControlMessage(LPGLOBALDATA pgd);
extern HRESULT SendReuseConnectionMessage(SOCKET sSocket);
extern HRESULT AddSocketToBag(LPGLOBALDATA pgd, SOCKET socket, DPID dpid, SOCKADDR *psockaddr, DWORD dwFlags);
extern BOOL FindSocketInReceiveList(LPGLOBALDATA pgd, SOCKADDR *pSockAddr, SOCKET * psSocket);
extern void RemoveSocketFromReceiveList(LPGLOBALDATA pgd, SOCKET socket);
extern void RemoveSocketFromBag(LPGLOBALDATA pgd, SOCKET socket);
extern BOOL FindSocketInBag(LPGLOBALDATA pgd, SOCKADDR *pSockAddr, SOCKET * psSocket, LPDPID lpdpidPlayer);
extern HRESULT GetSocketFromBag(LPGLOBALDATA pgd,SOCKET * psSocket, DWORD dwID, LPSOCKADDR psockaddr);
extern HRESULT CreateAndConnectSocket(LPGLOBALDATA pgd,SOCKET * psSocket,DWORD dwType,LPSOCKADDR psockaddr, BOOL bOutBoundOnly);
extern void RemovePlayerFromSocketBag(LPGLOBALDATA pgd,DWORD dwID);
extern void SetMessageHeader(LPDWORD pdwMsg,DWORD dwSize, DWORD dwToken);
extern void KillTCPEnumAsyncThread(LPGLOBALDATA pgd);
// Support for SendEx in dpsp.c
extern HRESULT UnreliableSendEx(LPDPSP_SENDEXDATA psd, LPSENDINFO lpSendInfo);
extern HRESULT ReliableSendEx(LPDPSP_SENDEXDATA psd, LPSENDINFO pSendInfo);
extern VOID RemovePendingAsyncSends(LPGLOBALDATA pgd, DPID dwPlayerTo);
extern BOOL bAsyncSendsPending(LPGLOBALDATA pgd, DPID dwPlayerTo);
extern HRESULT GetSPPlayerData(LPGLOBALDATA pgd, IDirectPlaySP * lpISP, DPID idPlayer, LPSPPLAYERDATA *ppPlayerData, DWORD *lpdwSize);
// from winsock.c
extern HRESULT FAR PASCAL CreateSocket(LPGLOBALDATA pgd,SOCKET * psock,INT type,
WORD port,ULONG address,SOCKERR * perr, BOOL bInRange);
extern HRESULT SPConnect(SOCKET* psSocket, LPSOCKADDR psockaddr,UINT addrlen, BOOL bOutBoundOnly);
extern HRESULT CreateAndInitStreamSocket(LPGLOBALDATA pgd);
extern HRESULT SetPlayerAddress(LPGLOBALDATA pgd,LPSPPLAYERDATA ppd,SOCKET sSocket,BOOL fStream);
extern HRESULT CreatePlayerDgramSocket(LPGLOBALDATA pgd,LPSPPLAYERDATA ppd,DWORD dwFlags);
extern HRESULT CreatePlayerStreamSocket(LPGLOBALDATA pgd,LPSPPLAYERDATA ppd,DWORD dwFlags);
extern HRESULT SetDescriptionAddress(LPSPPLAYERDATA ppd,LPDPSESSIONDESC2 lpsdDesc);
extern HRESULT SetReturnAddress(LPVOID pmsg,SOCKET sSocket, LPSOCKADDR psaddr);
extern HRESULT GetReturnAddress(LPVOID pmsg,LPSOCKADDR psockaddr);
extern HRESULT GetServerAddress(LPGLOBALDATA pgd,LPSOCKADDR psockaddr) ;
extern void IPX_SetNodenum(LPVOID pmsg,SOCKADDR_IPX * psockaddr);
extern void IP_GetAddr(SOCKADDR_IN * paddrDest,SOCKADDR_IN * paddrSrc) ;
extern void IP_SetAddr(LPVOID pBuffer,SOCKADDR_IN * psockaddr);
extern void IPX_GetNodenum(SOCKADDR_IPX * paddrDest,SOCKADDR_IPX * paddrSrc) ;
extern HRESULT KillSocket(SOCKET sSocket,BOOL fStream,BOOL fHard);
extern HRESULT KillPlayerSockets();
extern HRESULT GetAddress(ULONG * puAddress,char *pBuffer,int cch);
extern HRESULT KillThread(HANDLE hThread);
// from wsock2.c
extern DWORD WINAPI AsyncSendThreadProc(LPVOID pvCast);
extern HRESULT InitWinsock2();
extern HRESULT GetMaxUdpBufferSize(SOCKET socket, unsigned int * lpiSize);
extern HRESULT InternalReliableSendEx(LPGLOBALDATA pgd, LPDPSP_SENDEXDATA psd,
LPSENDINFO pSendInfo, SOCKADDR *lpSockAddr);
extern DWORD WINAPI SPSendThread(LPVOID lpv);
extern void QueueForSend(LPGLOBALDATA pgd,LPSENDINFO pSendInfo);
extern BOOL SetExclusivePortAccess(SOCKET sNew);
extern BOOL SetSharedPortAccess(SOCKET sNew);
// from handler.c
extern HRESULT HandleServerMessage(LPGLOBALDATA pgd, SOCKET sSocket, LPBYTE pBuffer, DWORD dwSize);
#ifdef FULLDUPLEX_SUPPORT
// from registry.c
extern HRESULT GetFlagsFromRegistry(LPGUID lpguidSP, LPDWORD lpdwFlags);
#endif // FULLDUPLEX_SUPPORT
#if USE_RSIP
// from registry.c
extern HRESULT GetGatewayFromRegistry(LPGUID lpguidSP, LPBYTE lpszGateway, DWORD cbszGateway);
#elif USE_NATHELP
// from registry.c
extern HRESULT GetNATHelpDLLFromRegistry(LPGUID lpguidSP, LPBYTE lpszNATHelpDLL, DWORD cbszNATHelpDLL);
#endif
extern BOOL FastSockInit(LPGLOBALDATA pgd);
extern VOID FastSockFini(LPGLOBALDATA pgd);
extern PPLAYERCONN CreatePlayerConn(LPGLOBALDATA pgd, DPID dpid, SOCKADDR *psockaddr);
extern PPLAYERCONN FindPlayerById(LPGLOBALDATA pgd, DPID dpid);
extern PPLAYERCONN FindPlayerBySocket(LPGLOBALDATA pgd, SOCKADDR *psockaddr);
extern HRESULT AddConnToPlayerHash(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern HRESULT AddConnToSocketHash(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern PPLAYERCONN RemoveConnFromSocketHash(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern PPLAYERCONN RemoveConnFromPlayerHash(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern VOID QueueSendOnConn(LPGLOBALDATA pgd, PPLAYERCONN pConn, PSENDINFO pSendInfo);
extern PPLAYERCONN GetPlayerConn(LPGLOBALDATA pgd, DPID dpid, SOCKADDR *psockaddr);
extern INT DecRefConn(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern INT DecRefConnExist(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern HRESULT FastInternalReliableSend(LPGLOBALDATA pgd, LPDPSP_SENDDATA psd, SOCKADDR *lpSockAddr);
extern HRESULT FastInternalReliableSendEx(LPGLOBALDATA pgd, LPDPSP_SENDEXDATA psd, LPSENDINFO pSendInfo, SOCKADDR *lpSockAddr);
extern PPLAYERCONN CleanPlayerConn(LPGLOBALDATA pgd, PPLAYERCONN pConn, BOOL bHard);
extern HRESULT FastReply(LPGLOBALDATA pgd, LPDPSP_REPLYDATA prd, DPID dwPlayerID);
extern PPLAYERCONN FindConnInPendingList(LPGLOBALDATA pgd, SOCKADDR *psaddr);
extern DWORD WINAPI FastStreamReceiveThreadProc(LPVOID pvCast);
extern VOID FastSockCleanConnList(LPGLOBALDATA pgd);
extern INT DecRefConn(LPGLOBALDATA pgd, PPLAYERCONN pConn);
extern VOID QueueNextSend(LPGLOBALDATA pgd,PPLAYERCONN pConn);
// Wrap Malloc
void _inline __cdecl SP_MemFree( LPVOID lptr )
{
EnterCriticalSection(&csMem);
MemFree(lptr);
LeaveCriticalSection(&csMem);
}
LPVOID _inline __cdecl SP_MemAlloc(UINT size)
{
LPVOID lpv;
EnterCriticalSection(&csMem);
lpv = MemAlloc(size);
LeaveCriticalSection(&csMem);
return lpv;
}
LPVOID _inline __cdecl SP_MemReAlloc(LPVOID lptr, UINT size)
{
LPVOID lpv;
EnterCriticalSection(&csMem);
lpv = MemReAlloc(lptr, size);
LeaveCriticalSection(&csMem);
return lpv;
}
#define AddRefConn(_p) InterlockedIncrement(&((_p)->dwRefCount))
#endif