/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// /* Ok, how this should have been done is to make each of the command types have a bitmask telling which command message header information each command type required. That would make finding out the size of a particular command easier to find, without so much repetitious code. We would still need to have a separate function for each command type for the data, but at least that wouldn't be repeating code, that would be specialized code. */ #pragma once #ifndef __NETPACKET_H #define __NETPACKET_H #include "NetworkDefs.h" #include "GameNetwork/NetCommandList.h" #include "Common/MessageStream.h" #include "Common/GameMemory.h" class NetPacket; typedef std::list NetPacketList; typedef std::list::iterator NetPacketListIter; class NetPacket : public MemoryPoolObject { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(NetPacket, "NetPacket") public: NetPacket(); NetPacket(TransportMessage *msg); //virtual ~NetPacket(); void init(); void reset(); void setAddress(Int addr, Int port); Bool addCommand(NetCommandRef *msg); Int getNumCommands(); NetCommandList *getCommandList(); static NetCommandRef * ConstructNetCommandMsgFromRawData(UnsignedByte *data, UnsignedShort dataLength); static NetPacketList ConstructBigCommandPacketList(NetCommandRef *ref); UnsignedByte *getData(); Int getLength(); UnsignedInt getAddr(); UnsignedShort getPort(); protected: static UnsignedInt GetBufferSizeNeededForCommand(NetCommandMsg *msg); static void FillBufferWithCommand(UnsignedByte *buffer, NetCommandRef *msg); // These functions return the size of the command without any compression, repetition, etc. // i.e. All of the required fields are taken into account when returning the size. static UnsignedInt GetGameCommandSize(NetCommandMsg *msg); static UnsignedInt GetAckCommandSize(NetCommandMsg *msg); static UnsignedInt GetFrameCommandSize(NetCommandMsg *msg); static UnsignedInt GetPlayerLeaveCommandSize(NetCommandMsg *msg); static UnsignedInt GetRunAheadMetricsCommandSize(NetCommandMsg *msg); static UnsignedInt GetRunAheadCommandSize(NetCommandMsg *msg); static UnsignedInt GetDestroyPlayerCommandSize(NetCommandMsg *msg); static UnsignedInt GetKeepAliveCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectKeepAliveCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectPlayerCommandSize(NetCommandMsg *msg); static UnsignedInt GetPacketRouterQueryCommandSize(NetCommandMsg *msg); static UnsignedInt GetPacketRouterAckCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectChatCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectVoteCommandSize(NetCommandMsg *msg); static UnsignedInt GetChatCommandSize(NetCommandMsg *msg); static UnsignedInt GetProgressMessageSize(NetCommandMsg *msg); static UnsignedInt GetLoadCompleteMessageSize(NetCommandMsg *msg); static UnsignedInt GetTimeOutGameStartMessageSize(NetCommandMsg *msg); static UnsignedInt GetWrapperCommandSize(NetCommandMsg *msg); static UnsignedInt GetFileCommandSize(NetCommandMsg *msg); static UnsignedInt GetFileAnnounceCommandSize(NetCommandMsg *msg); static UnsignedInt GetFileProgressCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectFrameCommandSize(NetCommandMsg *msg); static UnsignedInt GetDisconnectScreenOffCommandSize(NetCommandMsg *msg); static UnsignedInt GetFrameResendRequestCommandSize(NetCommandMsg *msg); static void FillBufferWithGameCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithAckCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithFrameCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithPlayerLeaveCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithRunAheadMetricsCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithRunAheadCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDestroyPlayerCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithKeepAliveCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectKeepAliveCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectPlayerCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithPacketRouterQueryCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithPacketRouterAckCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectChatCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectVoteCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithChatCommand(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithProgressMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithLoadCompleteMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithTimeOutGameStartMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithFileMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithFileProgressMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithFileAnnounceMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectFrameMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithDisconnectScreenOffMessage(UnsignedByte *buffer, NetCommandRef *msg); static void FillBufferWithFrameResendRequestMessage(UnsignedByte *buffer, NetCommandRef *msg); Bool addFrameCommand(NetCommandRef *msg); Bool isRoomForFrameMessage(NetCommandRef *msg); Bool addAckCommand(NetCommandRef *msg, UnsignedShort commandID, UnsignedByte originalPlayerID); Bool addAckStage1Command(NetCommandRef *msg); Bool addAckStage2Command(NetCommandRef *msg); Bool addAckBothCommand(NetCommandRef *msg); Bool isRoomForAckMessage(NetCommandRef *msg); Bool addGameCommand(NetCommandRef *msg); Bool isRoomForGameMessage(NetCommandRef *msg, GameMessage *gmsg); Bool addPlayerLeaveCommand(NetCommandRef *msg); Bool isRoomForPlayerLeaveMessage(NetCommandRef *msg); Bool addRunAheadMetricsCommand(NetCommandRef *msg); Bool isRoomForRunAheadMetricsMessage(NetCommandRef *msg); Bool addRunAheadCommand(NetCommandRef *msg); Bool isRoomForRunAheadMessage(NetCommandRef *msg); Bool addDestroyPlayerCommand(NetCommandRef *msg); Bool isRoomForDestroyPlayerMessage(NetCommandRef *msg); Bool addKeepAliveCommand(NetCommandRef *msg); Bool isRoomForKeepAliveMessage(NetCommandRef *msg); Bool addDisconnectKeepAliveCommand(NetCommandRef *msg); Bool isRoomForDisconnectKeepAliveMessage(NetCommandRef *msg); Bool addDisconnectPlayerCommand(NetCommandRef *msg); Bool isRoomForDisconnectPlayerMessage(NetCommandRef *msg); Bool addPacketRouterQueryCommand(NetCommandRef *msg); Bool isRoomForPacketRouterQueryMessage(NetCommandRef *msg); Bool addPacketRouterAckCommand(NetCommandRef *msg); Bool isRoomForPacketRouterAckMessage(NetCommandRef *msg); Bool addDisconnectChatCommand(NetCommandRef *msg); Bool isRoomForDisconnectChatMessage(NetCommandRef *msg); Bool addChatCommand(NetCommandRef *msg); Bool isRoomForChatMessage(NetCommandRef *msg); Bool addDisconnectVoteCommand(NetCommandRef *msg); Bool isRoomForDisconnectVoteMessage(NetCommandRef *msg); Bool addProgressMessage( NetCommandRef *msg ); Bool isRoomForProgressMessage( NetCommandRef *msg ); Bool addLoadCompleteMessage( NetCommandRef *msg ); Bool isRoomForLoadCompleteMessage( NetCommandRef *msg ); Bool addTimeOutGameStartMessage( NetCommandRef *msg ); Bool isRoomForTimeOutGameStartMessage( NetCommandRef *msg ); Bool addWrapperCommand(NetCommandRef *msg); Bool isRoomForWrapperMessage(NetCommandRef *msg); Bool addFileCommand(NetCommandRef *msg); Bool isRoomForFileMessage(NetCommandRef *msg); Bool addFileAnnounceCommand(NetCommandRef *msg); Bool isRoomForFileAnnounceMessage(NetCommandRef *msg); Bool addFileProgressCommand(NetCommandRef *msg); Bool isRoomForFileProgressMessage(NetCommandRef *msg); Bool addDisconnectFrameCommand(NetCommandRef *msg); Bool isRoomForDisconnectFrameMessage(NetCommandRef *msg); Bool addDisconnectScreenOffCommand(NetCommandRef *msg); Bool isRoomForDisconnectScreenOffMessage(NetCommandRef *msg); Bool addFrameResendRequestCommand(NetCommandRef *msg); Bool isRoomForFrameResendRequestMessage(NetCommandRef *msg); Bool isAckRepeat(NetCommandRef *msg); Bool isAckBothRepeat(NetCommandRef *msg); Bool isAckStage1Repeat(NetCommandRef *msg); Bool isAckStage2Repeat(NetCommandRef *msg); Bool isFrameRepeat(NetCommandRef *msg); static NetCommandMsg * readGameMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readAckBothMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readAckStage1Message(UnsignedByte *data, Int &i); static NetCommandMsg * readAckStage2Message(UnsignedByte *data, Int &i); static NetCommandMsg * readFrameMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readPlayerLeaveMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readRunAheadMetricsMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readRunAheadMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDestroyPlayerMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readKeepAliveMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectKeepAliveMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectPlayerMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readPacketRouterQueryMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readPacketRouterAckMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectChatMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectVoteMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readChatMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readProgressMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readLoadCompleteMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readTimeOutGameStartMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readWrapperMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readFileMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readFileAnnounceMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readFileProgressMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectFrameMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readDisconnectScreenOffMessage(UnsignedByte *data, Int &i); static NetCommandMsg * readFrameResendRequestMessage(UnsignedByte *data, Int &i); void writeGameMessageArgumentToPacket(GameMessageArgumentDataType type, GameMessageArgumentType arg); static void readGameMessageArgumentFromPacket(GameMessageArgumentDataType type, NetGameCommandMsg *msg, UnsignedByte *data, Int &i); void dumpPacketToLog(); protected: UnsignedByte m_packet[MAX_PACKET_SIZE]; Int m_packetLen; UnsignedInt m_addr; Int m_numCommands; NetCommandRef* m_lastCommand; UnsignedInt m_lastFrame; UnsignedShort m_port; UnsignedShort m_lastCommandID; UnsignedByte m_lastPlayerID; UnsignedByte m_lastCommandType; UnsignedByte m_lastRelay; }; #endif // __NETPACKET_H