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- /*
- ** Command & Conquer Generals Zero Hour(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __NETWORKDEFS_H
- #define __NETWORKDEFS_H
- #include "Lib/BaseType.h"
- #include "Common/MessageStream.h"
- static const Int WOL_NAME_LEN = 64;
- /// Max number of commands per frame
- static const Int MAX_COMMANDS = 256;
- extern Int MAX_FRAMES_AHEAD;
- extern Int MIN_RUNAHEAD;
- // FRAME_DATA_LENGTH needs to be MAX_FRAMES_AHEAD+1 because a player on a different
- // computer can send commands for a frame that is one beyond twice the max runahead.
- extern Int FRAME_DATA_LENGTH;
- extern Int FRAMES_TO_KEEP;
- // This is the connection numbering: 1-8 are for players, 9 is a broadcast con.
- enum ConnectionNumbers
- {
- MAX_PLAYER = 7, // The index of the highest possible player number. This is 0 based, so the most players allowed in a game is MAX_PLAYER+1.
- NUM_CONNECTIONS
- };
- static const Int MAX_SLOTS = MAX_PLAYER+1;
- // UDP (8 bytes) + IP header (28 bytes) = 36 bytes total. We want a total packet size of 512, so 512 - 36 = 476
- static const Int MAX_PACKET_SIZE = 476;
- /**
- * Command packet - contains frame #, total # of commands, and each command. This is what gets sent
- * to each player every frame
- */
- #define MAX_MESSAGE_LEN 1024
- #define MAX_MESSAGES 128
- static const Int numCommandsPerCommandPacket = (MAX_MESSAGE_LEN - sizeof(UnsignedInt) - sizeof(UnsignedShort))/sizeof(GameMessage);
- #pragma pack(push, 1)
- struct CommandPacket
- {
- UnsignedInt m_frame;
- UnsignedShort m_numCommands;
- unsigned char m_commands[numCommandsPerCommandPacket * sizeof(GameMessage)];
- };
- #pragma pack(pop)
- #define MAX_TRANSPORT_STATISTICS_SECONDS 30
- #pragma pack(push, 1)
- struct TransportMessageHeader
- {
- UnsignedInt crc; ///< packet-level CRC (must be first in packet)
- UnsignedShort magic; ///< Magic number identifying Generals packets
- // Int id;
- // NetMessageFlags flags;
- };
- #pragma pack(pop)
- /**
- * Transport message - encapsulating info kept by the transport layer about each
- * packet. These structs make up the in/out buffers at the transport layer.
- */
- #pragma pack(push, 1)
- struct TransportMessage
- {
- TransportMessageHeader header;
- UnsignedByte data[MAX_MESSAGE_LEN];
- Int length;
- UnsignedInt addr;
- UnsignedShort port;
- };
- #pragma pack(pop)
- #if defined(_DEBUG) || defined(_INTERNAL)
- #pragma pack(push, 1)
- struct DelayedTransportMessage
- {
- UnsignedInt deliveryTime;
- TransportMessage message;
- };
- #pragma pack(pop)
- #endif
- /**
- * Message types
- */
- enum NetMessageFlag {
- MSG_ACK = 1,
- MSG_NEEDACK = 2,
- MSG_SEQUENCED = 4,
- MSG_SUPERCEDING = 8
- };
- typedef UnsignedByte NetMessageFlags;
- enum NetCommandType {
- NETCOMMANDTYPE_UNKNOWN = -1,
- NETCOMMANDTYPE_ACKBOTH = 0,
- NETCOMMANDTYPE_ACKSTAGE1,
- NETCOMMANDTYPE_ACKSTAGE2,
- NETCOMMANDTYPE_FRAMEINFO,
- NETCOMMANDTYPE_GAMECOMMAND,
- NETCOMMANDTYPE_PLAYERLEAVE,
- NETCOMMANDTYPE_RUNAHEADMETRICS,
- NETCOMMANDTYPE_RUNAHEAD,
- NETCOMMANDTYPE_DESTROYPLAYER,
- NETCOMMANDTYPE_KEEPALIVE,
- NETCOMMANDTYPE_DISCONNECTCHAT,
- NETCOMMANDTYPE_CHAT,
- NETCOMMANDTYPE_MANGLERQUERY,
- NETCOMMANDTYPE_MANGLERRESPONSE,
- NETCOMMANDTYPE_PROGRESS,
- NETCOMMANDTYPE_LOADCOMPLETE,
- NETCOMMANDTYPE_TIMEOUTSTART,
- NETCOMMANDTYPE_WRAPPER, // A wrapper command that holds a command thats too big to fit in a single packet.
- NETCOMMANDTYPE_FILE,
- NETCOMMANDTYPE_FILEANNOUNCE,
- NETCOMMANDTYPE_FILEPROGRESS,
- NETCOMMANDTYPE_FRAMERESENDREQUEST,
- // Disconnect menu command section.
- NETCOMMANDTYPE_DISCONNECTSTART,
- NETCOMMANDTYPE_DISCONNECTKEEPALIVE,
- NETCOMMANDTYPE_DISCONNECTPLAYER,
- NETCOMMANDTYPE_PACKETROUTERQUERY,
- NETCOMMANDTYPE_PACKETROUTERACK,
- NETCOMMANDTYPE_DISCONNECTVOTE,
- NETCOMMANDTYPE_DISCONNECTFRAME,
- NETCOMMANDTYPE_DISCONNECTSCREENOFF,
- NETCOMMANDTYPE_DISCONNECTEND,
- NETCOMMANDTYPE_MAX
- };
- enum NetLocalStatus {
- NETLOCALSTATUS_PREGAME = 0,
- NETLOCALSTATUS_INGAME,
- NETLOCALSTATUS_LEAVING,
- NETLOCALSTATUS_LEFT,
- NETLOCALSTATUS_POSTGAME
- };
- enum PlayerLeaveCode {
- PLAYERLEAVECODE_CLIENT = 0,
- PLAYERLEAVECODE_LOCAL,
- PLAYERLEAVECODE_PACKETROUTER,
- PLAYERLEAVECODE_UNKNOWN
- };
- // Magic number for identifying a Generals packet.
- static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D;
- // The number of fps history entries.
- //static const Int NETWORK_FPS_HISTORY_LENGTH = 30;
- // The number of ping history entries.
- //static const Int NETWORK_LATENCY_HISTORY_LENGTH = 200;
- // The number of miliseconds between run ahead metrics things
- //static const Int NETWORK_RUN_AHEAD_METRICS_TIME = 5000;
- // The number of cushion values to keep.
- //static const Int NETWORK_CUSHION_HISTORY_LENGTH = 10;
- // The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
- //static const Int NETWORK_RUN_AHEAD_SLACK = 20;
- // The number of seconds between when the connections to each player send a keep-alive packet.
- // This should be less than 30 just to keep firewall ports open.
- //static const Int NETWORK_KEEPALIVE_DELAY = 20;
- // The number of milliseconds between when the game gets stuck on a frame for a network stall and
- // and when the disconnect dialog comes up.
- //static const Int NETWORK_DISCONNECT_TIME = 5000;
- // The number of miliseconds between when a player's last disconnect keep alive command
- // was recieved and when they are considered disconnected from the game.
- //static const Int NETWORK_PLAYER_TIMEOUT_TIME = 60000;
- // The base port number used for the transport socket. A players slot number is added to this
- // value to get their actual port number.
- static const Int NETWORK_BASE_PORT_NUMBER = 8088;
- // the singleton
- class NetworkInterface;
- extern NetworkInterface *TheNetwork;
- #endif
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