Files
perfect_dark/port/include/net/net.h
T

144 lines
4.1 KiB
C

#ifndef _IN_NET_H
#define _IN_NET_H
#include "types.h"
#include "constants.h"
#include "net/netbuf.h"
#define NET_PROTOCOL_VER 2
#define NET_MAX_CLIENTS MAX_PLAYERS
#define NET_MAX_NAME MAX_PLAYERNAME
#define NET_MAX_ADDR 256
#define NET_BUFSIZE 1440
#define NET_DEFAULT_PORT 27100
#define NET_NULL_CLIENT 0xFF
#define NET_NULL_PROP 0
#define NETCHAN_DEFAULT 0
#define NETCHAN_CONTROL 1
#define NETCHAN_COUNT 2
#define DISCONNECT_UNKNOWN 0
#define DISCONNECT_SHUTDOWN 1
#define DISCONNECT_VERSION 2
#define DISCONNECT_KICKED 3
#define DISCONNECT_BANNED 4
#define DISCONNECT_TIMEOUT 5
#define DISCONNECT_FULL 6
#define DISCONNECT_LATE 7
#define DISCONNECT_FILES 8
#define CLSTATE_DISCONNECTED 0
#define CLSTATE_CONNECTING 1
#define CLSTATE_AUTH 2
#define CLSTATE_LOBBY 3
#define CLSTATE_GAME 4
#define UCMD_FIRE (1 << 0)
#define UCMD_ACTIVATE (1 << 1)
#define UCMD_RELOAD (1 << 2)
#define UCMD_AIMMODE (1 << 3)
#define UCMD_DUCK (1 << 4)
#define UCMD_SQUAT (1 << 5)
#define UCMD_ZOOMIN (1 << 6)
#define UCMD_SELECT (1 << 7)
#define UCMD_EYESSHUT (1 << 8)
#define UCMD_SECONDARY (1 << 9)
#define UCMD_RESPAWN (1 << 27)
#define UCMD_CHAT (1 << 28)
#define UCMD_IMPORTANT_MASK (UCMD_FIRE | UCMD_ACTIVATE | UCMD_RELOAD | UCMD_AIMMODE | UCMD_SELECT)
#define UCMD_FL_FORCEPOS (1 << 29)
#define UCMD_FL_FORCEANGLE (1 << 30)
#define UCMD_FL_FORCEGROUND (1 << 31)
#define UCMD_FL_FORCEMASK (UCMD_FL_FORCEPOS | UCMD_FL_FORCEANGLE | UCMD_FL_FORCEGROUND)
struct netplayermove {
u32 tick; // g_NetTIck value when this struct was written; if 0, this struct is invalid
u32 ucmd; // player commands (UCMD_)
f32 leanofs; // analog lean value (-1 .. 1; equal to player->swaytarget / 75.f)
f32 crouchofs; // analog crouch value (-90 for SQUAT, 0 for STAND; player->crouchofs)
f32 movespeed[2]; // move inputs, [0] is forward, [1] is sideways; used mostly for animation
f32 angles[2]; // view angles, [0] is theta, [1] is verta
f32 crosspos[2]; // crosshair position in aiming mode
s8 weaponnum; // switch to this weapon if UCMD_SELECT is set
struct coord pos; // player position at g_NetTick == tick
};
struct netclient {
struct _ENetPeer *peer;
u32 id; // remote client number, server is always 0, even on clients
u32 state; // CLSTATE_
u32 flags; // CLFLAG_
struct {
char name[NET_MAX_NAME];
u8 headnum;
u8 bodynum;
} settings;
struct mpplayerconfig *config;
struct player *player;
u8 playernum;
struct netplayermove outmove[2]; // last 2 outgoing player inputs, newest one first
struct netplayermove inmove[2]; // last 2 incoming player inputs, newest one first
u32 inmovetick; // last inmove tick which was applied to the player
u32 outmoveack; // last acked outmove tick
u32 forcetick; // tick on which the client's position was forced, or 0 if not forcing
u32 lerpticks; // how many ticks we've been lerping the position
struct netbuf out; // outbound messages are written here, except broadcasts
struct netbuf in; // incoming packets are fed here
u8 out_data[NET_BUFSIZE]; // buffer for out
};
extern s32 g_NetMode;
// net frame, ticks at 60 fps, starts at 0 when the server is started
extern u32 g_NetTick;
extern u32 g_NetNextSyncId;
extern u32 g_NetInterpTicks;
extern u32 g_NetServerPort;
extern char g_NetLastJoinAddr[NET_MAX_ADDR + 1];
extern s32 g_NetDebugDraw;
extern s32 g_NetMaxClients;
extern s32 g_NetNumClients;
extern struct netclient g_NetClients[NET_MAX_CLIENTS + 1]; // last is an extra temporary client
extern struct netclient *g_NetLocalClient;
extern struct netbuf g_NetMsg;
extern struct netbuf g_NetMsgRel;
const char *netFormatClientAddr(const struct netclient *cl);
void netInit(void);
s32 netDisconnect(void);
void netStartFrame(void);
void netEndFrame(void);
s32 netStartServer(u16 port, s32 maxclients);
s32 netStartClient(const char *addr);
u32 netSend(struct netclient *dstcl, struct netbuf *buf, const s32 reliable, const s32 chan);
void netChat(const char *text);
void netServerStageStart(void);
void netServerStageEnd(void);
void netServerKick(struct netclient *cl, const u32 reason);
void netPlayersAllocate(void);
void netSyncIdsAllocate(void);
Gfx *netDebugRender(Gfx *gdl);
#endif // _IN_NET_H