//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GAMECONNECTION_H_ #define _GAMECONNECTION_H_ #ifndef _SIMBASE_H_ #include "sim/simBase.h" #endif #ifndef _NETCONNECTION_H_ #include "network/netConnection.h" #endif #ifndef _BITVECTOR_H_ #include "collection/bitVector.h" #endif enum GameConnectionConstants { MaxClients = 126, DataBlockQueueCount = 16 }; class AudioAsset; class MatrixF; class MatrixF; class Point3F; struct AuthInfo; #define GameString "Torque" /// Formerly contained a certificate, showing that something was valid. class Auth2Certificate { U32 xxx; }; /// Formerly contained data indicating whether a user is valid. struct AuthInfo { enum { MaxNameLen = 31, }; bool valid; char name[MaxNameLen + 1]; }; /// Formerly validated the server's authentication info. inline bool validateAuthenticatedServer() { return true; } /// Formerly validated the client's authentication info. inline bool validateAuthenticatedClient() { return true; } class GameConnection : public NetConnection { private: typedef NetConnection Parent; char mDisconnectReason[256]; U32 mMissionCRC; // crc of the current mission file from the server public: /// @name Protocol Versions /// /// Protocol versions are used to indicated changes in network traffic. /// These could be changes in how any object transmits or processes /// network information. You can specify backwards compatability by /// specifying a MinRequireProtocolVersion. If the client /// protocol is >= this min value, the connection is accepted. /// /// Torque (V12) SDK 1.0 uses protocol = 1 /// /// Torque SDK 1.1 uses protocol = 2 /// @{ static const U32 CurrentProtocolVersion; static const U32 MinRequiredProtocolVersion; /// @} /// Configuration enum Constants { GameConnectionBlockTypeCount, MaxConnectArgs = 16, }; /// Set connection arguments; these are passed to the server when we connect. void setConnectArgs(U32 argc, const char **argv); /// Set the server password to use when we join. void setJoinPassword(const char *password); /// @name Event Handling /// @{ virtual void onTimedOut(); virtual void onConnectTimedOut(); virtual void onDisconnect(const char *reason); virtual void onConnectionRejected(const char *reason); virtual void onConnectionEstablished(bool isInitiator); virtual void handleStartupError(const char *errorString); /// @} /// @name Packet I/O /// @{ virtual void writeConnectRequest(BitStream *stream); virtual bool readConnectRequest(BitStream *stream, const char **errorString); virtual void writeConnectAccept(BitStream *stream); virtual bool readConnectAccept(BitStream *stream, const char **errorString); /// @} bool canRemoteCreate(); private: /// @name Connection State /// This data is set with setConnectArgs() and setJoinPassword(), and /// sent across the wire when we connect. /// @{ U32 mConnectArgc; char *mConnectArgv[MaxConnectArgs]; char *mJoinPassword; /// @} protected: struct GamePacketNotify : public NetConnection::PacketNotify { GamePacketNotify(); }; PacketNotify *allocNotify(); AuthInfo * mAuthInfo; static S32 mLagThresholdMS; S32 mLastPacketTime; bool mLagging; /// @} /// @name Packet I/O /// @{ void readPacket (BitStream *bstream); void writePacket (BitStream *bstream, PacketNotify *note); void packetReceived (PacketNotify *note); void packetDropped (PacketNotify *note); void connectionError (const char *errorString); /// @} public: DECLARE_CONOBJECT(GameConnection); void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount); static void consoleInit(); void setDisconnectReason(const char *reason); GameConnection(); ~GameConnection(); bool onAdd(); void onRemove(); static GameConnection *getServerConnection() { return dynamic_cast((NetConnection *) mServerConnection); } static GameConnection *getLocalClientConnection() { return dynamic_cast((NetConnection *) mLocalClientConnection); } /// @} void detectLag(); /// @name Authentication /// /// This is remnant code from Tribes 2. /// @{ void setAuthInfo(const AuthInfo *info); const AuthInfo *getAuthInfo(); /// @} }; #endif