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Engine directory for ticket #1
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Engine/source/core/dnet.h
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Engine/source/core/dnet.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _DNET_H_
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#define _DNET_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _EVENT_H_
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#include "platform/event.h"
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#endif
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#include "platform/platformNet.h"
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class BitStream;
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class ResizeBitStream;
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/// The base class for Torque's networking protocol.
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///
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/// This implements a sliding window connected message stream over an unreliable transport (UDP). It
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/// provides a simple notify protocol to allow subclasses to be aware of what packets were sent
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/// succesfully and which failed.
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///
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/// Basically, a window size of 32 is provided, and each packet contains in the header a bitmask,
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/// acknowledging the receipt (or failure to receive) of the last 32 packets.
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///
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/// @see NetConnection, @ref NetProtocol
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class ConnectionProtocol
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{
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protected:
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U32 mLastSeqRecvdAtSend[32];
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U32 mLastSeqRecvd;
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U32 mHighestAckedSeq;
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U32 mLastSendSeq;
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U32 mAckMask;
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U32 mConnectSequence;
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U32 mLastRecvAckAck;
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bool mConnectionEstablished;
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public:
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ConnectionProtocol();
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void buildSendPacketHeader(BitStream *bstream, S32 packetType = 0);
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void sendPingPacket();
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void sendAckPacket();
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void setConnectionEstablished() { mConnectionEstablished = true; }
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bool windowFull();
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bool connectionEstablished();
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void setConnectSequence(U32 connectSeq) { mConnectSequence = connectSeq; }
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virtual void writeDemoStartBlock(ResizeBitStream *stream);
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virtual bool readDemoStartBlock(BitStream *stream);
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virtual void processRawPacket(BitStream *bstream);
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virtual Net::Error sendPacket(BitStream *bstream) = 0;
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virtual void keepAlive() = 0;
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virtual void handleConnectionEstablished() = 0;
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virtual void handleNotify(bool recvd) = 0;
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virtual void handlePacket(BitStream *bstream) = 0;
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};
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#endif
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