Torque3D/Engine/source/sim/netInterface.h
2012-09-19 11:15:01 -04:00

143 lines
6.4 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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 _H_NETINTERFACE
#define _H_NETINTERFACE
/// NetInterface class. Manages all valid and pending notify protocol connections.
///
/// @see NetConnection, GameConnection, NetObject, NetEvent
class NetInterface
{
public:
/// PacketType is encoded as the first byte of each packet. If the LSB of
/// the first byte is set (i.e. if the type number is odd), then the packet
/// is a data protocol packet, otherwise it's an OOB packet, suitable for
/// use in strange protocols, like game querying or connection initialization.
enum PacketTypes
{
MasterServerGameTypesRequest = 2,
MasterServerGameTypesResponse = 4,
MasterServerListRequest = 6,
MasterServerListResponse = 8,
GameMasterInfoRequest = 10,
GameMasterInfoResponse = 12,
GamePingRequest = 14,
GamePingResponse = 16,
GameInfoRequest = 18,
GameInfoResponse = 20,
GameHeartbeat = 22,
GGCPacket = 24,
ConnectChallengeRequest = 26,
ConnectChallengeReject = 28,
ConnectChallengeResponse = 30,
ConnectRequest = 32,
ConnectReject = 34,
ConnectAccept = 36,
Disconnect = 38,
};
protected:
Vector<NetConnection *> mPendingConnections; ///< List of connections that are in the startup phase.
U32 mLastTimeoutCheckTime; ///< Last time all the active connections were checked for timeouts.
U32 mRandomHashData[12]; ///< Data that gets hashed with connect challenge requests to prevent connection spoofing.
bool mRandomDataInitialized; ///< Have we initialized our random number generator?
bool mAllowConnections; ///< Is this NetInterface allowing connections at this time?
enum NetInterfaceConstants
{
MaxPendingConnects = 20, ///< Maximum number of pending connections. If new connection requests come in before
ChallengeRetryCount = 4, ///< Number of times to send connect challenge requests before giving up.
ChallengeRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect challenge.
ConnectRetryCount = 4, ///< Number of times to send connect requests before giving up.
ConnectRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect request.
TimeoutCheckInterval = 1500, ///< Interval in milliseconds between checking for connection timeouts.
};
/// Initialize random data.
void initRandomData();
/// @name Connection management
/// Most of these are pretty self-explanatory.
/// @{
void addPendingConnection(NetConnection *conn);
NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence);
void removePendingConnection(NetConnection *conn);
void sendConnectChallengeRequest(NetConnection *conn);
void handleConnectChallengeRequest(const NetAddress *addr, BitStream *stream);
void handleConnectChallengeResponse(const NetAddress *address, BitStream *stream);
void sendConnectRequest(NetConnection *conn);
void handleConnectRequest(const NetAddress *address, BitStream *stream);
void sendConnectAccept(NetConnection *conn);
void handleConnectAccept(const NetAddress *address, BitStream *stream);
void sendConnectReject(NetConnection *conn, const char *reason);
void handleConnectReject(const NetAddress *address, BitStream *stream);
void handleDisconnect(const NetAddress *address, BitStream *stream);
/// @}
/// Calculate an MD5 sum representing a connection, and store it into addressDigest.
void computeNetMD5(const NetAddress *address, U32 connectSequence, U32 addressDigest[4]);
public:
NetInterface();
/// Returns whether or not this NetInterface allows connections from remote hosts.
bool doesAllowConnections() { return mAllowConnections; }
/// Sets whether or not this NetInterface allows connections from remote hosts.
void setAllowsConnections(bool conn) { mAllowConnections = conn; }
/// Dispatch function for processing all network packets through this NetInterface.
virtual void processPacketReceiveEvent(NetAddress srcAddress, RawData packetData);
/// Handles all packets that don't fall into the category of connection handshake or game data.
virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
/// Checks all connections marked as client to server for packet sends.
void processClient();
/// Checks all connections marked as server to client for packet sends.
void processServer();
/// Begins the connection handshaking process for a connection.
void startConnection(NetConnection *conn);
/// Checks for timeouts on all valid and pending connections.
void checkTimeouts();
/// Send a disconnect packet on a connection, along with a reason.
void sendDisconnectPacket(NetConnection *conn, const char *reason);
};
/// The global net interface instance.
extern NetInterface *GNet;
#endif