2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Network/Psnet2.h $
15 * Header file for the application level network-interface.
18 * Revision 1.6 2002/06/16 05:20:01 relnev
19 * work around some gcc 3.1 weirdness
21 * Revision 1.5 2002/06/09 04:41:14 relnev
22 * added copyright header
24 * Revision 1.4 2002/05/27 00:40:47 theoddone33
25 * Fix net_addr vs net_addr_t
27 * Revision 1.3 2002/05/26 21:27:53 theoddone33
28 * More progress (I hate psnet2)
30 * Revision 1.2 2002/05/26 20:22:48 theoddone33
31 * Most of network/ works
33 * Revision 1.1.1.1 2002/05/03 03:28:12 root
37 * 9 8/16/99 4:06p Dave
38 * Big honking checkin.
40 * 8 7/28/99 11:46a Dave
41 * Put in FS2_DEMO defines for port stuff.
43 * 7 6/25/99 11:59a Dave
44 * Multi options screen.
46 * 6 6/07/99 9:51p Dave
47 * Consolidated all multiplayer ports into one.
49 * 5 3/09/99 6:24p Dave
50 * More work on object update revamping. Identified several sources of
51 * unnecessary bandwidth.
53 * 4 11/19/98 4:19p Dave
54 * Put IPX sockets back in psnet. Consolidated all multiplayer config
57 * 3 11/19/98 8:04a Dave
58 * Full support for D3-style reliable sockets. Revamped packet lag/loss
59 * system, made it receiver side and at the lowest possible level.
70 // -------------------------------------------------------------------------------------------------------
71 // PSNET 2 DEFINES/VARS
74 #define NET_NONE 0 // if no protocol is active or none are selected
79 #define MAX_PACKET_SIZE 512
82 #define DEFAULT_GAME_PORT 7802
84 #define DEFAULT_GAME_PORT 7808
87 typedef struct net_addr {
88 uint type; // See NET_ defines above
89 ubyte net_id[4]; // used for IPX only
90 ubyte addr[6]; // address (first 4 used when IP, all 6 used when IPX)
94 // define these in such a manner that a call to psnet_send_reliable is exactly the same and the new code in unobtrusive
95 typedef uint PSNET_SOCKET;
96 typedef uint PSNET_SOCKET_RELIABLE;
98 #define INVALID_SOCKET (PSNET_SOCKET)(~0)
100 // defines for protocol overheads
101 #define UDP_HEADER_SIZE 34
102 #define TCP_HEADER_SIZE 40
103 #define TCP_HEADER_SIZE_COMPRESSED 6
105 // define values for network errors when trying to enter the ready room
106 #define NETWORK_ERROR_NONE 0
107 #define NETWORK_ERROR_NO_TYPE -1
108 #define NETWORK_ERROR_NO_WINSOCK -2
109 #define NETWORK_ERROR_NO_PROTOCOL -3
110 #define NETWORK_ERROR_RELIABLE -4
111 #define NETWORK_ERROR_CONNECT_TO_ISP -5
112 #define NETWORK_ERROR_LAN_AND_RAS -6
114 // psnet packet types
115 #define PSNET_NUM_TYPES 5
116 #define PSNET_TYPE_UNRELIABLE 0
117 #define PSNET_TYPE_RELIABLE 1
118 #define PSNET_TYPE_USER_TRACKER 2
119 #define PSNET_TYPE_GAME_TRACKER 3
120 #define PSNET_TYPE_VALIDATION 4
122 extern net_addr_t Psnet_my_addr; // address information of this machine
123 extern uint Psnet_my_ip;
124 extern int Psnet_my_addr_valid;
126 extern int Network_status;
127 extern int Tcp_failure_code;
128 extern int Ipx_failure_code;
130 extern int Tcp_active;
131 extern int Ipx_active;
133 extern int Socket_type; // protocol type in use (see NET_* defines above)
135 // specified their internet connnection type
136 #define NETWORK_CONNECTION_NONE 1
137 #define NETWORK_CONNECTION_DIALUP 2
138 #define NETWORK_CONNECTION_LAN 3
140 extern int Psnet_connection;
142 extern ushort Psnet_default_port;
144 // Reliable socket states
145 #define RNF_UNUSED 0 // Completely clean socket..
146 #define RNF_CONNECTED 1 // Connected and running fine
147 #define RNF_BROKEN 2 // Broken - disconnected abnormally
148 #define RNF_DISCONNECTED 3 // Disconnected cleanly
149 #define RNF_CONNECTING 4 // We received the connecting message, but haven't told the game yet.
150 #define RNF_LIMBO 5 // between connecting and connected
152 extern SOCKET Unreliable_socket; // all PXO API modules should use this to send and receive on
154 // -------------------------------------------------------------------------------------------------------
155 // PSNET 2 TOP LAYER FUNCTIONS - these functions simply buffer and store packets based upon type (see PSNET_TYPE_* defines)
160 #include <sys/select.h>
161 #include <sys/time.h>
162 #include <sys/types.h>
163 #include <sys/socket.h>
171 // wrappers around select() and recvfrom() for lagging/losing data, and for sorting through different packet types
172 int RECVFROM(uint s, char * buf, int len, int flags, sockaddr *from, int *fromlen, int psnet_type);
173 int SELECT(int nfds, fd_set *readfds, fd_set *writefds, fd_set*exceptfds, const timeval* timeout, int psnet_type);
175 // wrappers around sendto to sorting through different packet types
176 int SENDTO(uint s, char * buf, int len, int flags, sockaddr * to, int tolen, int psnet_type);
178 // call this once per frame to read everything off of our socket
179 void PSNET_TOP_LAYER_PROCESS();
182 // -------------------------------------------------------------------------------------------------------
186 // initialize psnet to use the specified port
187 void psnet_init(int protocol, int default_port);
192 // set the protocol to use
193 int psnet_use_protocol(int type);
195 // get the status of the network
196 int psnet_get_network_status();
198 // convert a net_addr to a string
199 char *psnet_addr_to_string( char * text, net_addr_t * address );
201 // convert a string to a net addr
202 void psnet_string_to_addr( net_addr_t * address, char * text );
204 // compare 2 addresses
205 int psnet_same( net_addr_t * a1, net_addr_t * a2 );
207 // send data unreliably
208 int psnet_send( net_addr_t * who_to, void * data, int len, int np_index = -1 );
210 // get data from the unreliable socket
211 int psnet_get( void * data, net_addr_t * from_addr );
213 // broadcast data on unreliable socket
214 int psnet_broadcast( net_addr_t * who_to, void * data, int len );
219 // if the passed string is a valid IP string
220 int psnet_is_valid_ip_string( char *ip_string, int allow_port=1 );
222 // mark a socket as having received data
223 void psnet_mark_received(PSNET_SOCKET_RELIABLE socket);
226 // -------------------------------------------------------------------------------------------------------
227 // PSNET 2 RELIABLE SOCKET FUNCTIONS
230 // shutdown a reliable socket
231 void psnet_rel_close_socket(PSNET_SOCKET_RELIABLE *sockp);
233 // obsolete function - left in for compatibility sake
234 int psnet_rel_check();
236 // send data on the reliable socket
237 int psnet_rel_send(PSNET_SOCKET_RELIABLE socket, ubyte *data, int length, int np_index = -1);
240 // -1 socket not connected
241 // 0 No packet ready to receive
242 // >0 Buffer filled with the number of bytes recieved
243 int psnet_rel_get(PSNET_SOCKET_RELIABLE socket, ubyte *buffer, int max_length);
245 // process all active reliable sockets
246 void psnet_rel_work();
248 // get the status of a reliable socket, see RNF_* defines above
249 int psnet_rel_get_status(PSNET_SOCKET_RELIABLE sock);
251 // check the listen socket for pending reliable connections
252 int psnet_rel_check_for_listen(net_addr_t *addr);
254 // perform a reliable socket connect to the specified server
255 void psnet_rel_connect_to_server(PSNET_SOCKET_RELIABLE *s, net_addr_t *server_addr);