vkdoom_m/src/d_net.h
2025-08-08 00:43:45 +02:00

171 lines
6.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Networking stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_NET__
#define __D_NET__
#include "doomtype.h"
#include "doomdef.h"
#include "d_protocol.h"
#include "i_net.h"
#include <queue>
uint64_t I_msTime();
enum EChatType
{
CHAT_DISABLED,
CHAT_TEAM_ONLY,
CHAT_GLOBAL,
};
enum EClientFlags
{
CF_NONE = 0,
CF_QUIT = 1, // If in packet server mode, this client sent an exit command and needs to be disconnected.
CF_MISSING_SEQ = 1 << 1, // If a sequence was missed/out of order, ask this client to send back over their info.
CF_RETRANSMIT_SEQ = 1 << 2, // If set, this client needs command data resent to them.
CF_MISSING_CON = 1 << 3, // If a consistency was missed/out of order, ask this client to send back over their info.
CF_RETRANSMIT_CON = 1 << 4, // If set, this client needs consistency data resent to them.
CF_UPDATED = 1 << 5, // Got an updated packet from this client.
CF_RETRANSMIT = CF_RETRANSMIT_CON | CF_RETRANSMIT_SEQ,
CF_MISSING = CF_MISSING_CON | CF_MISSING_SEQ,
};
class FDynamicBuffer
{
public:
FDynamicBuffer();
~FDynamicBuffer();
void SetData(const uint8_t* data, int len);
uint8_t* GetData(int* len = nullptr);
TArrayView<uint8_t> GetTArrayView();
private:
uint8_t* m_Data;
int m_Len, m_BufferLen;
};
// New packet structure:
//
// One byte for the net command flags.
// Four bytes for the last sequence we got from that client.
// Four bytes for the last consistency we got from that client.
// If NCMD_QUITTERS set, one byte for the number of players followed by one byte for each player's consolenum. Packet server mode only.
// One byte for the number of players.
// One byte for the number of tics.
// If > 0, four bytes for the base sequence being worked from.
// One byte for the number of world tics ran.
// If > 0, four bytes for the base consistency being worked from.
// If in packet server mode and from the host, one byte for how far ahead of the host we are.
// For each player:
// One byte for the player number.
// If in packet server mode and from the host, two bytes for the latency to the host.
// For each consistency:
// One byte for the delta from the base consistency.
// Two bytes for each consistency.
// For each tic:
// One byte for the delta from the base sequence.
// The remaining command and event data for that player.
struct FClientNetState
{
// Networked client data.
struct FNetTic {
FDynamicBuffer Data;
usercmd_t Command;
} Tics[BACKUPTICS] = {};
// Local information about client.
uint8_t CurrentLatency = 0u; // Current latency id the client is on. If the one the client sends back is > this, update RecvTime and mark a new SentTime.
bool bNewLatency = true; // If the sequence was bumped, the next latency packet sent out should record the send time.
uint16_t AverageLatency = 0u; // Calculate the average latency every second or so, that way it doesn't give huge variance in the scoreboard.
uint64_t SentTime[MAXSENDTICS] = {}; // Timestamp for when we sent out the packet to this client.
uint64_t RecvTime[MAXSENDTICS] = {}; // Timestamp for when the client acknowledged our last packet. If in packet server mode, this is the server's delta.
int Flags = 0; // State of this client.
uint8_t StabilityBuffer = 0u; // If in packet-server mode, account for if the client is trying to stabilize when measuring their performance.
uint8_t ResendID = 0u; // Make sure that if the retransmit happened on a wait barrier, it can be properly resent back over.
int ResendSequenceFrom = -1; // If >= 0, send from this sequence up to the most recent one, capped to MAXSENDTICS.
int SequenceAck = -1; // The last sequence the client reported from us.
int CurrentSequence = -1; // The last sequence we've gotten from this client.
// Every packet includes consistencies for tics that client ran. When
// a world tic is ran, the local client will store all the consistencies
// of the clients in their LocalConsistency. Then the consistencies will
// be checked against retroactively as they come in.
int ResendConsistencyFrom = -1; // If >= 0, send from this consistency up to the most recent one, capped to MAXSENDTICS.
int ConsistencyAck = -1; // Last consistency the client reported from us.
int LastVerifiedConsistency = -1; // Last consistency we checked from this client. If < CurrentNetConsistency, run through them.
int CurrentNetConsistency = -1; // Last consistency we got from this client.
int16_t NetConsistency[BACKUPTICS] = {}; // Consistencies we got from this client.
int16_t LocalConsistency[BACKUPTICS] = {}; // Local consistency of the client to check against.
};
// Create any new ticcmds and broadcast to other players.
void NetUpdate(int tics);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics(int forceRunTics = 0);
// [RH] Functions for making and using special "ticcmds"
void Net_NewClientTic();
void Net_Initialize();
void Net_WriteInt8(uint8_t);
void Net_WriteInt16(int16_t);
void Net_WriteInt32(int32_t);
void Net_WriteInt64(int64_t);
void Net_WriteFloat(float);
void Net_WriteDouble(double);
void Net_WriteString(const char *);
void Net_WriteBytes(const uint8_t *, int len);
void Net_DoCommand(int cmd, TArrayView<uint8_t>& stream, int player);
void Net_SkipCommand(int cmd, TArrayView<uint8_t>& stream);
bool Net_CheckCutsceneReady();
void Net_AdvanceCutscene();
void Net_ResetCommands(bool midTic);
void Net_SetWaiting();
void Net_ClearBuffers();
// Netgame stuff (buffers and pointers, i.e. indices).
extern usercmd_t LocalCmds[LOCALCMDTICS];
extern int ClientTic;
extern FClientNetState ClientStates[MAXPLAYERS];
class player_t;
class DObject;
#endif