2 * $Logfile: /Freespace2/code/Network/Psnet2.h $
7 * Header file for the application level network-interface.
10 * Revision 1.3 2002/05/26 21:27:53 theoddone33
11 * More progress (I hate psnet2)
13 * Revision 1.2 2002/05/26 20:22:48 theoddone33
14 * Most of network/ works
16 * Revision 1.1.1.1 2002/05/03 03:28:12 root
20 * 9 8/16/99 4:06p Dave
21 * Big honking checkin.
23 * 8 7/28/99 11:46a Dave
24 * Put in FS2_DEMO defines for port stuff.
26 * 7 6/25/99 11:59a Dave
27 * Multi options screen.
29 * 6 6/07/99 9:51p Dave
30 * Consolidated all multiplayer ports into one.
32 * 5 3/09/99 6:24p Dave
33 * More work on object update revamping. Identified several sources of
34 * unnecessary bandwidth.
36 * 4 11/19/98 4:19p Dave
37 * Put IPX sockets back in psnet. Consolidated all multiplayer config
40 * 3 11/19/98 8:04a Dave
41 * Full support for D3-style reliable sockets. Revamped packet lag/loss
42 * system, made it receiver side and at the lowest possible level.
53 // -------------------------------------------------------------------------------------------------------
54 // PSNET 2 DEFINES/VARS
57 #define NET_NONE 0 // if no protocol is active or none are selected
62 #define MAX_PACKET_SIZE 512
65 #define DEFAULT_GAME_PORT 7802
67 #define DEFAULT_GAME_PORT 7808
70 typedef struct net_addr_s {
71 uint type; // See NET_ defines above
72 ubyte net_id[4]; // used for IPX only
73 ubyte addr[6]; // address (first 4 used when IP, all 6 used when IPX)
77 // define these in such a manner that a call to psnet_send_reliable is exactly the same and the new code in unobtrusive
78 typedef uint PSNET_SOCKET;
79 typedef uint PSNET_SOCKET_RELIABLE;
81 #define INVALID_SOCKET (PSNET_SOCKET)(~0)
83 // defines for protocol overheads
84 #define UDP_HEADER_SIZE 34
85 #define TCP_HEADER_SIZE 40
86 #define TCP_HEADER_SIZE_COMPRESSED 6
88 // define values for network errors when trying to enter the ready room
89 #define NETWORK_ERROR_NONE 0
90 #define NETWORK_ERROR_NO_TYPE -1
91 #define NETWORK_ERROR_NO_WINSOCK -2
92 #define NETWORK_ERROR_NO_PROTOCOL -3
93 #define NETWORK_ERROR_RELIABLE -4
94 #define NETWORK_ERROR_CONNECT_TO_ISP -5
95 #define NETWORK_ERROR_LAN_AND_RAS -6
98 #define PSNET_NUM_TYPES 5
99 #define PSNET_TYPE_UNRELIABLE 0
100 #define PSNET_TYPE_RELIABLE 1
101 #define PSNET_TYPE_USER_TRACKER 2
102 #define PSNET_TYPE_GAME_TRACKER 3
103 #define PSNET_TYPE_VALIDATION 4
105 extern net_addr_t Psnet_my_addr; // address information of this machine
106 extern uint Psnet_my_ip;
107 extern int Psnet_my_addr_valid;
109 extern int Network_status;
110 extern int Tcp_failure_code;
111 extern int Ipx_failure_code;
113 extern int Tcp_active;
114 extern int Ipx_active;
116 extern int Socket_type; // protocol type in use (see NET_* defines above)
118 // specified their internet connnection type
119 #define NETWORK_CONNECTION_NONE 1
120 #define NETWORK_CONNECTION_DIALUP 2
121 #define NETWORK_CONNECTION_LAN 3
123 extern int Psnet_connection;
125 extern ushort Psnet_default_port;
127 // Reliable socket states
128 #define RNF_UNUSED 0 // Completely clean socket..
129 #define RNF_CONNECTED 1 // Connected and running fine
130 #define RNF_BROKEN 2 // Broken - disconnected abnormally
131 #define RNF_DISCONNECTED 3 // Disconnected cleanly
132 #define RNF_CONNECTING 4 // We received the connecting message, but haven't told the game yet.
133 #define RNF_LIMBO 5 // between connecting and connected
135 extern SOCKET Unreliable_socket; // all PXO API modules should use this to send and receive on
137 // -------------------------------------------------------------------------------------------------------
138 // PSNET 2 TOP LAYER FUNCTIONS - these functions simply buffer and store packets based upon type (see PSNET_TYPE_* defines)
145 // wrappers around select() and recvfrom() for lagging/losing data, and for sorting through different packet types
146 int RECVFROM(uint s, char * buf, int len, int flags, sockaddr *from, int *fromlen, int psnet_type);
147 int SELECT(int nfds, fd_set *readfds, fd_set *writefds, fd_set*exceptfds, const timeval* timeout, int psnet_type);
149 // wrappers around sendto to sorting through different packet types
150 int SENDTO(uint s, char * buf, int len, int flags, sockaddr * to, int tolen, int psnet_type);
152 // call this once per frame to read everything off of our socket
153 void PSNET_TOP_LAYER_PROCESS();
156 // -------------------------------------------------------------------------------------------------------
160 // initialize psnet to use the specified port
161 void psnet_init(int protocol, int default_port);
166 // set the protocol to use
167 int psnet_use_protocol(int type);
169 // get the status of the network
170 int psnet_get_network_status();
172 // convert a net_addr to a string
173 char *psnet_addr_to_string( char * text, net_addr_t * address );
175 // convert a string to a net addr
176 void psnet_string_to_addr( net_addr_t * address, char * text );
178 // compare 2 addresses
179 int psnet_same( net_addr_t * a1, net_addr_t * a2 );
181 // send data unreliably
182 int psnet_send( net_addr_t * who_to, void * data, int len, int np_index = -1 );
184 // get data from the unreliable socket
185 int psnet_get( void * data, net_addr_t * from_addr );
187 // broadcast data on unreliable socket
188 int psnet_broadcast( net_addr_t * who_to, void * data, int len );
193 // if the passed string is a valid IP string
194 int psnet_is_valid_ip_string( char *ip_string, int allow_port=1 );
196 // mark a socket as having received data
197 void psnet_mark_received(PSNET_SOCKET_RELIABLE socket);
200 // -------------------------------------------------------------------------------------------------------
201 // PSNET 2 RELIABLE SOCKET FUNCTIONS
204 // shutdown a reliable socket
205 void psnet_rel_close_socket(PSNET_SOCKET_RELIABLE *sockp);
207 // obsolete function - left in for compatibility sake
208 int psnet_rel_check();
210 // send data on the reliable socket
211 int psnet_rel_send(PSNET_SOCKET_RELIABLE socket, ubyte *data, int length, int np_index = -1);
214 // -1 socket not connected
215 // 0 No packet ready to receive
216 // >0 Buffer filled with the number of bytes recieved
217 int psnet_rel_get(PSNET_SOCKET_RELIABLE socket, ubyte *buffer, int max_length);
219 // process all active reliable sockets
220 void psnet_rel_work();
222 // get the status of a reliable socket, see RNF_* defines above
223 int psnet_rel_get_status(PSNET_SOCKET_RELIABLE sock);
225 // check the listen socket for pending reliable connections
226 int psnet_rel_check_for_listen(net_addr_t *addr);
228 // perform a reliable socket connect to the specified server
229 void psnet_rel_connect_to_server(PSNET_SOCKET_RELIABLE *s, net_addr_t *server_addr);