mirror of
https://github.com/ptitSeb/Serious-Engine
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299 lines
11 KiB
C++
299 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_NETWORKMESSAGE_H
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#define SE_INCL_NETWORKMESSAGE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Math/Vector.h>
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// message type
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// transmitted as 6-bit value
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// up to 64 values allowed
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// upper 2 bits are used to indicate compression used
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// ADD NEW MESSAGE TYPES TO THE END!!!
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typedef enum NetworkMessageType {
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// broadcast requesting server infos
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MSG_REQ_ENUMSERVERS,
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MSG_SERVERINFO,
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MSG_KEEPALIVE, // sent when there's nothing else to send - just to keep connections valid
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// disconnection explanation from server
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MSG_INF_DISCONNECTED,
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// info message with pings of all players
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MSG_INF_PINGS,
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// main session state connecting to server
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MSG_REQ_CONNECTLOCALSESSIONSTATE,
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MSG_REP_CONNECTLOCALSESSIONSTATE,
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// remote session state connecting to server
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MSG_REQ_CONNECTREMOTESESSIONSTATE,
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MSG_REP_CONNECTREMOTESESSIONSTATE,
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// remote session requesting current state delta from original
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MSG_REQ_STATEDELTA,
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MSG_REP_STATEDELTA,
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// client initialing CRC check
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MSG_REQ_CRCLIST,
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MSG_REQ_CRCCHECK,
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MSG_REP_CRCCHECK,
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// player connecting to server
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MSG_REQ_CONNECTPLAYER,
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MSG_REP_CONNECTPLAYER,
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MSG_REQ_PAUSE, // request pause/unpause game
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// request character change for a player
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MSG_REQ_CHARACTERCHANGE,
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// action packet from client to server
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MSG_ACTION,
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// data to check for lost synchronization (client to server)
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MSG_SYNCCHECK,
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// a copy of action stored for prediction
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MSG_ACTIONPREDICT,
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// sequenced packets from server to session states
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MSG_SEQ_ALLACTIONS, // packed actions of all players from server to clients
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MSG_SEQ_ADDPLAYER, // instructions for adding a new player to session states
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MSG_SEQ_REMPLAYER, // instructions for removing a new player from session states
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MSG_SEQ_PAUSE, // game was paused/unpaused
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MSG_SEQ_CHARACTERCHANGE, // a player has changed character
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MSG_GAMESTREAMBLOCKS, // packet with one or more game stream messages
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MSG_REQUESTGAMESTREAMRESEND, // request for resend of a game stream message
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// chat messages
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MSG_CHAT_IN, // chat request from client to server
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MSG_CHAT_OUT, // chat message routed to certain clients
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// parameter setting messages
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MSG_SET_CLIENTSETTINGS, // adjust server side settings of a client
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// remote administration
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MSG_ADMIN_COMMAND, // c2s incoming console command request
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MSG_ADMIN_RESPONSE, // s2c results of the console command
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MSG_EXTRA = '/', // used for special communications like rcon and similar
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// added to the end so that it would not mess up old numbering - that would corrupt demo playing
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// disconnection confirmation from the client
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MSG_REP_DISCONNECTED,
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} MESSAGETYPE;
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extern struct ErrorTable MessageTypes;
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/*
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* Holder for network message, can be read/written like a stream.
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*/
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class ENGINE_API CNetworkMessage {
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public:
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MESSAGETYPE nm_mtType; // type of this message
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#define MAX_NETWORKMESSAGE_SIZE 2048 // max. length of message buffer
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UBYTE *nm_pubMessage; // the message data itself
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SLONG nm_slMaxSize; // size of message buffer
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UBYTE *nm_pubPointer; // pointer for reading/writing message
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SLONG nm_slSize; // size of message
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INDEX nm_iBit; // next bit index to read/write (0 if not reading/writing bits)
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public:
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/* Constructor for empty message (for receiving). */
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CNetworkMessage(void);
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/* Constructor for initializing message that is to be sent. */
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CNetworkMessage(MESSAGETYPE mtType);
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/* Copying. */
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CNetworkMessage(const CNetworkMessage &nmOriginal);
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void operator=(const CNetworkMessage &nmOriginal);
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/* Destructor. */
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~CNetworkMessage(void);
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// reinit a message that is to be sent (to write different contents)
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void Reinit(void);
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/* Ignore the contents of this message. */
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void IgnoreContents(void);
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// dump message to console
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void Dump(void);
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/* Get the type of this message. */
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inline MESSAGETYPE GetType(void) const { ASSERT(this!=NULL); return MESSAGETYPE(nm_mtType&0x3F); };
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/* Check if end of message. */
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BOOL EndOfMessage(void);
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// rewind message to start, so that written message can be read again
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void Rewind(void);
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/* Pack a message to another message (message type is left untouched). */
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void Pack(CNetworkMessage &nmPacked, CCompressor &comp);
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void PackDefault(CNetworkMessage &nmPacked);
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/* Unpack a message to another message (message type is left untouched). */
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void Unpack(CNetworkMessage &nmUnpacked, CCompressor &comp);
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void UnpackDefault(CNetworkMessage &nmUnpacked);
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// read/write functions
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void Read(void *pvBuffer, SLONG slSize);
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void Write(const void *pvBuffer, SLONG slSize);
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void ReadBits(void *pvBuffer, INDEX ctBits);
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void WriteBits(const void *pvBuffer, INDEX ctBits);
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/* Read an object from message. */
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inline CNetworkMessage &operator>>(float &f) { Read( &f, sizeof( f)); return *this; }
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inline CNetworkMessage &operator>>(ULONG &ul) { Read(&ul, sizeof(ul)); return *this; }
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inline CNetworkMessage &operator>>(UWORD &uw) { Read(&uw, sizeof(uw)); return *this; }
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inline CNetworkMessage &operator>>(UBYTE &ub) { Read(&ub, sizeof(ub)); return *this; }
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inline CNetworkMessage &operator>>(SLONG &sl) { Read(&sl, sizeof(sl)); return *this; }
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inline CNetworkMessage &operator>>(SWORD &sw) { Read(&sw, sizeof(sw)); return *this; }
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inline CNetworkMessage &operator>>(SBYTE &sb) { Read(&sb, sizeof(sb)); return *this; }
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inline CNetworkMessage &operator>>(MESSAGETYPE &mt) { Read(&mt, sizeof(mt)); return *this; }
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CNetworkMessage &operator>>(CTString &str);
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/* Write an object into message. */
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inline CNetworkMessage &operator<<(const float &f) { Write( &f, sizeof( f)); return *this; }
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inline CNetworkMessage &operator<<(const double &d) { Write( &d, sizeof( d)); return *this; }
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inline CNetworkMessage &operator<<(const ULONG &ul) { Write(&ul, sizeof(ul)); return *this; }
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inline CNetworkMessage &operator<<(const UWORD &uw) { Write(&uw, sizeof(uw)); return *this; }
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inline CNetworkMessage &operator<<(const UBYTE &ub) { Write(&ub, sizeof(ub)); return *this; }
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inline CNetworkMessage &operator<<(const SLONG &sl) { Write(&sl, sizeof(sl)); return *this; }
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inline CNetworkMessage &operator<<(const SWORD &sw) { Write(&sw, sizeof(sw)); return *this; }
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inline CNetworkMessage &operator<<(const SBYTE &sb) { Write(&sb, sizeof(sb)); return *this; }
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inline CNetworkMessage &operator<<(const MESSAGETYPE &mt) { Write(&mt, sizeof(mt)); return *this; }
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CNetworkMessage &operator<<(const CTString &str);
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/* Insert a sub-message into this message. */
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void InsertSubMessage(const CNetworkMessage &nmSubMessage);
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/* Extract a sub-message from this message. */
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void ExtractSubMessage(CNetworkMessage &nmSubMessage);
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// shrink message buffer to exactly fit contents
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void Shrink(void);
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};
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/*
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* A message block used for streaming data across network.
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*
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* These can be received duplicated or misordered. They
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* are resequenced at the receive side as needed. Can be sent more than one
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* together as submessages in a message and duplicated across messages as a
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* compensation for eventual packet loss.
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*/
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class CNetworkStreamBlock : public CNetworkMessage {
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public:
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CListNode nsb_lnInStream; // node in list of blocks in stream
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public:
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INDEX nsb_iSequenceNumber; // index for sorting in list
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public:
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/* Constructor for receiving -- uninitialized block. */
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CNetworkStreamBlock(void);
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/* Constructor for sending -- empty packet with given type and sequence. */
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CNetworkStreamBlock(MESSAGETYPE mtType, INDEX iSequenceNumber);
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/* Read a block from a received message. */
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void ReadFromMessage(CNetworkMessage &nmToRead);
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/* Add a block to a message to send. */
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void WriteToMessage(CNetworkMessage &nmToWrite);
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/* Remove the block from stream. */
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void RemoveFromStream(void);
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/* Read/write the block from file stream. */
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void Read_t(CTStream &strm); // throw char *
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void Write_t(CTStream &strm); // throw char *
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};
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/*
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* Stream of message blocks that can be sent across network.
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*/
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class CNetworkStream {
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public:
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enum Result {
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R_OK = 1,
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R_BLOCKMISSING, // block is missing in the stream
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R_BLOCKNOTRECEIVEDYET, // block is not yet received
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};
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public:
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CListHead ns_lhBlocks; // list of blocks of this stream (higher sequences first)
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/* Add a block that is already allocated to the stream. */
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void AddAllocatedBlock(CNetworkStreamBlock *pnsbBlock);
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public:
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/* Constructor. */
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CNetworkStream(void);
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/* Destructor. */
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~CNetworkStream(void);
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/* Clear the object (remove all blocks). */
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void Clear(void);
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/* Copy from another network stream. */
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void Copy(CNetworkStream &nsOther);
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// get number of blocks used by this object
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INDEX GetUsedBlocks(void);
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// get amount of memory used by this object
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SLONG GetUsedMemory(void);
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// get index of newest sequence stored
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INDEX GetNewestSequence(void);
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/* Add a block to the stream (makes a copy of block). */
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void AddBlock(CNetworkStreamBlock &nsbBlock);
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/* Read a block as a submessage from a message and add it to the stream. */
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void ReadBlock(CNetworkMessage &nmMessage);
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/* Get a block from stream by its sequence number. */
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CNetworkStream::Result GetBlockBySequence(
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INDEX iSequenceNumber, CNetworkStreamBlock *&pnsbBlock);
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// find oldest block after given one (for batching missing sequences)
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INDEX GetOldestSequenceAfter(INDEX iSequenceNumber);
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/* Write given number of newest blocks to a message. */
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INDEX WriteBlocksToMessage(CNetworkMessage &nmMessage, INDEX ctBlocks);
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/* Remove all blocks but the given number of newest ones. */
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void RemoveOlderBlocks(INDEX ctBlocksToKeep);
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/* Remove all blocks with sequence older than given. */
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void RemoveOlderBlocksBySequence(INDEX iLastSequenceToKeep);
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};
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class ENGINE_API CPlayerAction {
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public:
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// order is important for compression and normalization - do not reorder!
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FLOAT3D pa_vTranslation;
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ANGLE3D pa_aRotation;
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ANGLE3D pa_aViewRotation;
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ULONG pa_ulButtons; // 32 bits for action buttons (application defined)
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// keep flags that are likely to be changed/set more often at lower bits,
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// so that better compression can be achieved for network transmission
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__int64 pa_llCreated; // when was created (for ping calc.) in ms
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public:
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CPlayerAction(void);
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/* Clear the object (this sets up no actions). */
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void Clear(void);
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// normalize action (remove invalid floats like -0)
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void Normalize(void);
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// create a checksum value for sync-check
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void ChecksumForSync(ULONG &ulCRC);
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// dump sync data to text file
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void DumpSync_t(CTStream &strm); // throw char *
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void Lerp(const CPlayerAction &pa0, const CPlayerAction &pa1, FLOAT fFactor);
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/* Write an object into message. */
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friend CNetworkMessage &operator<<(CNetworkMessage &nm, const CPlayerAction &pa);
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/* Read an object from message. */
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friend CNetworkMessage &operator>>(CNetworkMessage &nm, CPlayerAction &pa);
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/* Write an object into stream. */
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friend CTStream &operator<<(CTStream &strm, const CPlayerAction &pa);
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/* Read an object from stream. */
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friend CTStream &operator>>(CTStream &strm, CPlayerAction &pa);
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};
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#endif /* include-once check. */
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