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Engine directory for ticket #1
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Engine/source/sim/netInterface.h
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Engine/source/sim/netInterface.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 _H_NETINTERFACE
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#define _H_NETINTERFACE
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/// NetInterface class. Manages all valid and pending notify protocol connections.
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///
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/// @see NetConnection, GameConnection, NetObject, NetEvent
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class NetInterface
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{
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public:
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/// PacketType is encoded as the first byte of each packet. If the LSB of
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/// the first byte is set (i.e. if the type number is odd), then the packet
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/// is a data protocol packet, otherwise it's an OOB packet, suitable for
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/// use in strange protocols, like game querying or connection initialization.
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enum PacketTypes
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{
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MasterServerGameTypesRequest = 2,
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MasterServerGameTypesResponse = 4,
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MasterServerListRequest = 6,
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MasterServerListResponse = 8,
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GameMasterInfoRequest = 10,
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GameMasterInfoResponse = 12,
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GamePingRequest = 14,
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GamePingResponse = 16,
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GameInfoRequest = 18,
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GameInfoResponse = 20,
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GameHeartbeat = 22,
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GGCPacket = 24,
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ConnectChallengeRequest = 26,
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ConnectChallengeReject = 28,
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ConnectChallengeResponse = 30,
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ConnectRequest = 32,
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ConnectReject = 34,
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ConnectAccept = 36,
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Disconnect = 38,
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};
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protected:
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Vector<NetConnection *> mPendingConnections; ///< List of connections that are in the startup phase.
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U32 mLastTimeoutCheckTime; ///< Last time all the active connections were checked for timeouts.
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U32 mRandomHashData[12]; ///< Data that gets hashed with connect challenge requests to prevent connection spoofing.
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bool mRandomDataInitialized; ///< Have we initialized our random number generator?
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bool mAllowConnections; ///< Is this NetInterface allowing connections at this time?
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enum NetInterfaceConstants
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{
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MaxPendingConnects = 20, ///< Maximum number of pending connections. If new connection requests come in before
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ChallengeRetryCount = 4, ///< Number of times to send connect challenge requests before giving up.
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ChallengeRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect challenge.
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ConnectRetryCount = 4, ///< Number of times to send connect requests before giving up.
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ConnectRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect request.
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TimeoutCheckInterval = 1500, ///< Interval in milliseconds between checking for connection timeouts.
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};
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/// Initialize random data.
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void initRandomData();
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/// @name Connection management
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/// Most of these are pretty self-explanatory.
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/// @{
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void addPendingConnection(NetConnection *conn);
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NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence);
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void removePendingConnection(NetConnection *conn);
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void sendConnectChallengeRequest(NetConnection *conn);
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void handleConnectChallengeRequest(const NetAddress *addr, BitStream *stream);
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void handleConnectChallengeResponse(const NetAddress *address, BitStream *stream);
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void sendConnectRequest(NetConnection *conn);
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void handleConnectRequest(const NetAddress *address, BitStream *stream);
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void sendConnectAccept(NetConnection *conn);
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void handleConnectAccept(const NetAddress *address, BitStream *stream);
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void sendConnectReject(NetConnection *conn, const char *reason);
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void handleConnectReject(const NetAddress *address, BitStream *stream);
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void handleDisconnect(const NetAddress *address, BitStream *stream);
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/// @}
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/// Calculate an MD5 sum representing a connection, and store it into addressDigest.
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void computeNetMD5(const NetAddress *address, U32 connectSequence, U32 addressDigest[4]);
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public:
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NetInterface();
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/// Returns whether or not this NetInterface allows connections from remote hosts.
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bool doesAllowConnections() { return mAllowConnections; }
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/// Sets whether or not this NetInterface allows connections from remote hosts.
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void setAllowsConnections(bool conn) { mAllowConnections = conn; }
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/// Dispatch function for processing all network packets through this NetInterface.
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virtual void processPacketReceiveEvent(NetAddress srcAddress, RawData packetData);
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/// Handles all packets that don't fall into the category of connection handshake or game data.
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virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
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/// Checks all connections marked as client to server for packet sends.
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void processClient();
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/// Checks all connections marked as server to client for packet sends.
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void processServer();
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/// Begins the connection handshaking process for a connection.
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void startConnection(NetConnection *conn);
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/// Checks for timeouts on all valid and pending connections.
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void checkTimeouts();
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/// Send a disconnect packet on a connection, along with a reason.
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void sendDisconnectPacket(NetConnection *conn, const char *reason);
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};
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/// The global net interface instance.
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extern NetInterface *GNet;
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#endif
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