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223 lines
6.8 KiB
C

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef PSNET2_H
#define PSNET2_H
#ifdef _WIN32
#include <winsock2.h>
#include <ws2tcpip.h>
#else
#include <netinet/in.h>
#include <cerrno>
#endif
#include "globalincs/pstypes.h"
// -------------------------------------------------------------------------------------------------------
// PSNET 2 DEFINES/VARS
//
#define NET_NONE 0 // if no protocol is active or none are selected
#define NET_TCP 1
#define NET_VMT 3
// adjust this value to change max packet size
//
// 1280 = min safe size required by IPv6 spec
// -40 = IPv6 header
// -8 = UDP header
#define MAX_TOP_LAYER_PACKET_SIZE 1232
// MAX_PACKET_SIZE must be set to at least 11 bytes less than MAX_TOP_LAYER_PACKET_SIZE
// 10 bytes required for reliable packet header
// 1 byte added to every packet for psnet ident
#define MAX_PACKET_SIZE (MAX_TOP_LAYER_PACKET_SIZE-11)
#define DEFAULT_GAME_PORT 7808
typedef struct net_addr {
uint8_t addr[sizeof(in6_addr)];
uint16_t port;
uint8_t __pad[2]; // alignment
} net_addr;
// define these in such a manner that a call to psnet_send_reliable is exactly the same and the new code in unobtrusive
typedef uint PSNET_SOCKET;
typedef uint PSNET_SOCKET_RELIABLE;
#define PSNET_INVALID_SOCKET static_cast<PSNET_SOCKET>(~0)
// defines for protocol overheads
#define UDP_HEADER_SIZE 34
// define values for network errors when trying to enter the ready room
#define NETWORK_ERROR_NONE 0
#define NETWORK_ERROR_NO_TYPE -1
#define NETWORK_ERROR_NO_WINSOCK -2
#define NETWORK_ERROR_NO_PROTOCOL -3
#define NETWORK_ERROR_RELIABLE -4
#define NETWORK_ERROR_CONNECT_TO_ISP -5
#define NETWORK_ERROR_LAN_AND_RAS -6
// psnet packet types
#define PSNET_NUM_TYPES 5
#define PSNET_TYPE_UNRELIABLE 0
#define PSNET_TYPE_RELIABLE 1
#define PSNET_TYPE_USER_TRACKER 2
#define PSNET_TYPE_GAME_TRACKER 3
#define PSNET_TYPE_VALIDATION 4
extern net_addr Psnet_my_addr; // address information of this machine
extern int Psnet_failure_code;
// specified their internet connnection type
#define NETWORK_CONNECTION_NONE 1
#define NETWORK_CONNECTION_DIALUP 2
#define NETWORK_CONNECTION_LAN 3
extern int Psnet_connection;
extern ushort Psnet_default_port;
// Reliable socket states
#define RNF_UNUSED 0 // Completely clean socket..
#define RNF_CONNECTED 1 // Connected and running fine
#define RNF_BROKEN 2 // Broken - disconnected abnormally
#define RNF_DISCONNECTED 3 // Disconnected cleanly
#define RNF_CONNECTING 4 // We received the connecting message, but haven't told the game yet.
#define RNF_LIMBO 5 // between connecting and connected
extern SOCKET Psnet_socket; // all PXO API modules should use this to send and receive on
extern unsigned int Serverconn;
#define PSNET_IP_MODE_UNKNOWN 0
#define PSNET_IP_MODE_V4 (1<<0)
#define PSNET_IP_MODE_V6 (1<<1)
#define PSNET_IP_MODE_DUAL (PSNET_IP_MODE_V4|PSNET_IP_MODE_V6)
// -------------------------------------------------------------------------------------------------------
// PSNET 2 TOP LAYER FUNCTIONS - these functions simply buffer and store packets based upon type (see PSNET_TYPE_* defines)
//
struct sockaddr;
struct timeval;
// wrappers around select() and recvfrom() for lagging/losing data, and for sorting through different packet types
int RECVFROM(SOCKET s, char * buf, int len, int flags, sockaddr *from, int *fromlen, int psnet_type);
int SELECT(int nfds, fd_set *readfds, fd_set *writefds, fd_set*exceptfds, struct timeval* timeout, int psnet_type);
// wrappers around sendto to sorting through different packet types
int SENDTO(SOCKET s, char * buf, int len, int flags, sockaddr * to, int tolen, int psnet_type);
// call this once per frame to read everything off of our socket
void PSNET_TOP_LAYER_PROCESS();
// -------------------------------------------------------------------------------------------------------
// PSNET 2 FUNCTIONS
//
// initialize psnet to use the specified port
void psnet_init(uint16_t default_port = 0);
// is psnet initted properly
bool psnet_is_active();
// shutdown psnet
void psnet_close();
// get the status of the network
int psnet_get_network_status();
// convert a net_addr to a string
const char *psnet_addr_to_string(const net_addr *address, char *text, size_t max_len);
// convert a string to a net addr
bool psnet_string_to_addr(const char *text, net_addr *address);
// compare 2 addresses
int psnet_same(SOCKADDR_IN6 *a1, SOCKADDR_IN6 *a2);
int psnet_same(net_addr *a1, net_addr *a2);
// check if address is local machine instance
bool psnet_is_local_addr(const net_addr *addr);
// send data unreliably
int psnet_send(net_addr *who_to, void *data, int len, int np_index = -1);
// get data from the unreliable socket
int psnet_get(void *data, net_addr *from_addr);
// flush all sockets
void psnet_flush();
// if the passed string is a valid IP string
bool psnet_is_valid_ip_string(const char *ip_string);
// mark a socket as having received data
void psnet_mark_received(PSNET_SOCKET_RELIABLE socketid);
// fill sockaddr structure with usable data
bool psnet_get_addr(const char *host, const char *port, SOCKADDR_STORAGE *addr, int flags = 0);
bool psnet_get_addr(const char *host, uint16_t port, SOCKADDR_STORAGE *addr, int flags = 0);
#define ADDR_FLAG_NUMERIC_SERVICE (1<<0)
#define ADDR_FLAG_PREFER_IPV4 (1<<1)
// map an IPv4 address to IPv6
void psnet_map4to6(const in_addr *in4, in6_addr *in6);
// map an IPv4-mapped IPv6 address to IPv4
bool psnet_map6to4(const in6_addr *in6, in_addr *in4);
// anonymize address for logging
in6_addr *psnet_mask_addr(const in6_addr *inaddr);
const in6_addr *psnet_get_local_ip(int af_type);
int psnet_get_ip_mode();
// -------------------------------------------------------------------------------------------------------
// PSNET 2 RELIABLE SOCKET FUNCTIONS
//
// shutdown a reliable socket
void psnet_rel_close_socket(PSNET_SOCKET_RELIABLE socketid);
// send data on the reliable socket
int psnet_rel_send(PSNET_SOCKET_RELIABLE socket, ubyte *data, int length, int np_index = -1);
// Return codes:
// -1 socket not connected
// 0 No packet ready to receive
// >0 Buffer filled with the number of bytes recieved
int psnet_rel_get(PSNET_SOCKET_RELIABLE socket, ubyte *buffer, int max_length);
// process all active reliable sockets
void psnet_rel_work();
// get the status of a reliable socket, see RNF_* defines above
int psnet_rel_get_status(PSNET_SOCKET_RELIABLE sock);
// check the listen socket for pending reliable connections
PSNET_SOCKET psnet_rel_check_for_listen(net_addr *addr);
// perform a reliable socket connect to the specified server
void psnet_rel_connect_to_server(PSNET_SOCKET_RELIABLE *s, net_addr *server_addr);
#endif