Serious-Engine/Sources/Engine/Network/Network.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_NETWORK_H
#define SE_INCL_NETWORK_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/FileName.h>
#include <Engine/Base/Timer.h>
#include <Engine/Base/Stream.h>
#include <Engine/World/World.h>
#include <Engine/Network/MessageDispatcher.h>
#include <Engine/Templates/StaticArray.h>
#define NET_MAXGAMECOMPUTERS SERVER_CLIENTS // max overall computers in game
#define NET_MAXGAMEPLAYERS 16 // max overall players in game
#define NET_MAXLOCALPLAYERS 4 // max players on a single machine
#define NET_WAITMESSAGE_DELAY 50 // wait time between receive message attempts
#define NET_MAXSESSIONPROPERTIES 2048 // size of buffer for custom use by CGame and entities
/*
* Timer handler for network timer loop.
*/
class ENGINE_API CNetworkTimerHandler : public CTimerHandler {
public:
/* This is called every TickQuantum seconds. */
virtual void HandleTimer(void);
};
// demo synchronization constants
#define DEMOSYNC_REALTIME (0.0f)
#define DEMOSYNC_STOP (-1.0f)
enum NetGraphEntryType {
NGET_ACTION = 0,
NGET_NONACTION,
NGET_MISSING,
NGET_SKIPPEDACTION,
NGET_REPLICATEDACTION,
};
struct NetGraphEntry {
enum NetGraphEntryType nge_ngetType; // type of packet/event
FLOAT nge_fLatency; // latency in seconds
void Clear(void);
};
/*
* Network session description.
*/
class ENGINE_API CNetworkSession {
public:
CListNode ns_lnNode; // for linking in list of available sessions
CTString ns_strAddress; // session address
CTString ns_strSession; // session name
CTString ns_strWorld; // world name
TIME ns_tmPing; // current players
INDEX ns_ctPlayers; // current players
INDEX ns_ctMaxPlayers; // max number of players
CTString ns_strGameType; // game type
CTString ns_strMod; // active mod
CTString ns_strVer; // version
public:
void Copy(const CNetworkSession &nsOriginal);
/* Default constructor. */
CNetworkSession(void);
/* Construct a session for connecting to certain server. */
CNetworkSession(const CTString &strAddress);
};
/*
* Game, used for general game initialization/manipulation
*/
class ENGINE_API CNetworkLibrary : public CMessageDispatcher {
public:
public:
BOOL ga_IsServer; // set if this is a server computer
CServer &ga_srvServer; // server (active only if this is server computer)
CTCriticalSection ga_csNetwork; // critical section for access to network data
CSessionState &ga_sesSessionState; // local session state
CStaticArray<CPlayerSource> ga_aplsPlayers; // local players
CTString ga_strSessionName; // name of current session
CTString ga_strServerAddress; // address of game server (if joined)
INDEX ga_ulDemoMinorVersion; // minor version of build that created this demo
CTFileName ga_fnmWorld; // filename of current world
UBYTE *ga_pubDefaultState; // default state for connecting (server only)
SLONG ga_slDefaultStateSize;
UBYTE ga_aubDefaultProperties[NET_MAXSESSIONPROPERTIES];
UBYTE *ga_pubCRCList; // list of files for CRC checking (server only)
SLONG ga_slCRCList;
ULONG ga_ulCRC; // CRC of CRCs of all files in the list
BOOL ga_bLocalPause; // local pause for single player/demo
BOOL ga_bDemoRec; // set if currently recording a demo
CTFileStream ga_strmDemoRec; // currently recorded demo file
BOOL ga_bDemoPlay; // set if currently playing a demo
BOOL ga_bDemoPlayFinished; // set if currently playing demo has finished
CTFileStream ga_strmDemoPlay; // currently played demo file
CTimerValue ga_tvDemoTimerLastTime; // real time timer for demo synchronization
CNetworkTimerHandler ga_thTimerHandler; // handler for driving the timer loop
INDEX ga_ctTimersPending; // number of timer loops pending
CTFileName ga_fnmNextLevel; // world for next level
BOOL ga_bNextRemember; // remember old levels when changing to new one
INDEX ga_iNextLevelUserData; // user data for next level
CListHead ga_lhEnumeratedSessions; // list of sessions found after last enumeration was triggered
FLOAT ga_fEnumerationProgress; // enumeration progress percentage (0-1)
CTString ga_strEnumerationStatus; // description of current operation
BOOL ga_bEnumerationChange; // this is raised if something was changed in the list
CTString ga_strRequiredMod; // set if connection failed due to a different mod running on the server
// buffer for custom use by CGame and entities
UBYTE ga_aubProperties[NET_MAXSESSIONPROPERTIES];
BOOL IsServer(void) { return ga_IsServer; };
// make actions packet for local players and send to server
void SendActionsToServer(void);
/* Loop executed in timer interrupt, every game tick. */
void TimerLoop(void);
/* Add the timer handler. */
void AddTimerHandler(void);
/* Remove the timer handler. */
void RemoveTimerHandler(void);
// really do the level change
void ChangeLevel_internal(void);
// save current version of engine
void WriteVersion_t(CTStream &strm);
// load version of engine saved in file and check against current
void CheckVersion_t(CTStream &strm, BOOL bAllowReinit, BOOL &bNeedsReinit);
// add a value to the netgraph
void AddNetGraphValue(enum NetGraphEntryType nget, FLOAT fLatency);
// call this while game is not running - to update server enumeration lists
void GameInactive(void);
// automatically adjust network settings
void AutoAdjustSettings(void);
// make default state data for creating deltas
void MakeDefaultState(const CTFileName &fnmWorld, ULONG ulSpawnFlags, void *pvSessionProperties);
// initialize gathering of file CRCs to CRC table
void InitCRCGather(void);
// finish gathering of file CRCs to CRC table (call for server only!)
void FinishCRCGather(void);
public:
CWorld ga_World; // local copy of world
FLOAT ga_fDemoTimer; // timer for demo playback (in seconds)
FLOAT ga_fDemoRealTimeFactor; // slow/fast playback factor (for DEMOSYNC_REALTIME only)
FLOAT ga_fGameRealTimeFactor; // game time accelerator
FLOAT ga_fDemoSyncRate; // demo sync speed in FPS (or realtime/stop)
CStaticArray<struct NetGraphEntry> ga_angeNetGraph; // array of netgraph entries
// interface
/* Default constructor. */
CNetworkLibrary(void);
~CNetworkLibrary(void);
DECLARE_NOCOPYING(CNetworkLibrary);
/* Initialize game management. */
void Init(const CTString &strGameID);
/* Start a peer-to-peer game session. */
void StartPeerToPeer_t(const CTString &strSessionName,
const CTFileName &fnmWorld, ULONG ulSpawnFlags,
INDEX ctMaxPlayers, BOOL bWaitAllPlayers,
void *pvSessionProperties); // throw char *
/* Trigger sessions enumeration over LAN and iNet. */
void EnumSessions(BOOL bInternet);
/* Join a running multi-player game. */
void JoinSession_t(const CNetworkSession &nsSesssion, INDEX ctLocalPlayers); // throw char *
/* Start playing a demo. */
void StartDemoPlay_t(const CTFileName &fnDemo); // throw char *
/* Test if currently playing a demo. */
BOOL IsPlayingDemo(void);
/* Test if currently recording a demo. */
BOOL IsRecordingDemo(void);
/* Test if currently playing demo has finished. */
BOOL IsDemoPlayFinished(void);
/* Stop currently running game. */
void StopGame(void);
// pause/unpause game
void TogglePause(void);
// test if game is paused
BOOL IsPaused(void);
// test if game is waiting for more players to connect
BOOL IsWaitingForPlayers(void);
// test if game is waiting for server
BOOL IsWaitingForServer(void);
// mark that the game has finished -- called from AI
void SetGameFinished(void);
BOOL IsGameFinished(void);
// manipulation with realtime factor for slower/faster time -- called from AI
void SetRealTimeFactor(FLOAT fSpeed);
FLOAT GetRealTimeFactor(void);
// test if having connnection problems (not getting messages from server regulary)
BOOL IsConnectionStable(void);
// test if completely disconnected and why
BOOL IsDisconnected(void);
const CTString &WhyDisconnected(void);
// set/get server side pause (for single player or demo only)
void SetLocalPause(BOOL bPause);
BOOL GetLocalPause(void);
// get server/client name and address
void GetHostName(CTString &strName, CTString &strAddress);
// test if playing in network or locally
BOOL IsNetworkEnabled(void);
// test if game session is currently doing prediction
BOOL IsPredicting(void);
// initiate level change
void ChangeLevel(const CTFileName &fnmNextLevel, BOOL bRemember, INDEX iUserData);
/* Obtain file name of world that is currently loaded. */
CTFileName &GetCurrentWorld(void) { return ga_fnmWorld;};
/* Start recording a demo. */
void StartDemoRec_t(const CTFileName &fnDemo); // throw char *
/* Stop recording a demo. */
void StopDemoRec(void);
/* Read current game situation from a stream. */
void Read_t(CTStream *pstr); // throw char *
/* Write current game situation into a stream. */
void Write_t(CTStream *pstr); // throw char *
/* Save the game. */
void Save_t(const CTFileName &fnmGame); // throw char *
/* Load the game. */
void Load_t(const CTFileName &fnmGame); // throw char *
/* Save a debugging game. */
void DebugSave(void); // this doesn't throw anything
/* Add a new player to game. */
CPlayerSource *AddPlayer_t(CPlayerCharacter &pcCharacter); // throw char *
/* Loop executed in main application thread. */
void MainLoop(void);
/* Get player entity for a given local player. */
CEntity *GetLocalPlayerEntity(CPlayerSource *ppls);
/* Get player entity for a given player by name. */
CEntity *GetPlayerEntityByName(const CTString &strName);
/* Get number of entities with given name. */
INDEX GetNumberOfEntitiesWithName(const CTString &strName);
/* Get n-th entity with given name. */
CEntity *GetEntityWithName(const CTString &strName, INDEX iEntityWithThatName);
/* Test if a given player is local to this computer. */
BOOL IsPlayerLocal(CEntity *pen);
// get player source for a given player if it is local to this computer
CPlayerSource *GetPlayerSource(CEntity *pen);
// get game time in currently running game
TIME GetGameTime(void);
/* Get session properties for current game. */
void *GetSessionProperties(void);
/* Send chat message from some players to some other players. */
void SendChat(ULONG ulFrom, ULONG ulTo, const CTString &strMessage);
};
// make default state for a network game
extern void NET_MakeDefaultState_t(
const CTFileName &fnmWorld, ULONG ulSpawnFlags, void *pvSessionProperties,
CTStream &strmState); // throw char *
// pointer to global instance of the only network object in the application
ENGINE_API extern CNetworkLibrary *_pNetwork;
// convert string address to a number
ENGINE_API extern ULONG StringToAddress(const CTString &strAddress);
// convert address to a printable string
ENGINE_API extern CTString AddressToString(ULONG ulHost);
#endif /* include-once check. */