Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
// Should move to common/networksystem
#ifndef NETCHANNEL_H
#define NETCHANNEL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/bitbuf.h"
#include "tier1/netadr.h"
#include "sm_Protocol.h"
#include "tier1/utlvector.h"
#include "networksystem/inetworksystem.h"
#include "tier1/mempool.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CUDPSocket;
class CUtlBuffer;
class CNetPacket;
class CNetChannel;
class INetChannel;
// 0 == regular, 1 == file stream
enum
{
FRAG_NORMAL_STREAM = 0,
FRAG_FILE_STREAM,
MAX_STREAMS
};
#define NET_MAX_DATAGRAM_PAYLOAD 1400
#define NET_MAX_PAYLOAD_BITS 11 // 2^NET_MAX_PALYLOAD_BITS > NET_MAX_PAYLOAD
#define DEFAULT_RATE 10000
#define SIGNON_TIME_OUT 120.0f
#define CONNECTION_PROBLEM_TIME 15.0f
#define MAX_RATE 50000
#define MIN_RATE 100
#define FRAGMENT_BITS 8
#define FRAGMENT_SIZE (1<<FRAGMENT_BITS)
#define MAX_FILE_SIZE_BITS 26
#define MAX_FILE_SIZE ((1<<MAX_FILE_SIZE_BITS)-1) // maximum transferable size is 64MB
#define NET_MAX_PAYLOAD 4000
#define NET_MAX_MESSAGE 4096
#define MIN_ROUTEABLE_PACKET 16
#define MAX_ROUTEABLE_PACKET 1400 // Ethernet 1518 - ( CRC + IP + UDP header)
#define UDP_HEADER_SIZE 28
// each channel packet has 1 byte of FLAG bits
#define PACKET_FLAG_RELIABLE (1<<0) // packet contains subchannel stream data
#define PACKET_FLAG_CHOKED (1<<1) // packet was choked by sender
// shared commands used by all streams, handled by stream layer, TODO
abstract_class INetworkMessageHandler
{
public:
virtual void OnConnectionClosing( INetChannel *channel, char const *reason ) = 0;
virtual void OnConnectionStarted( INetChannel *channel ) = 0;
virtual void OnPacketStarted( int inseq, int outseq ) = 0;
virtual void OnPacketFinished() = 0;
protected:
virtual ~INetworkMessageHandler() {}
};
class INetChannelHandler
{
public:
virtual ~INetChannelHandler( void ) {};
virtual void ConnectionStart(INetChannel *chan) = 0; // called first time network channel is established
virtual void ConnectionClosing(const char *reason) = 0; // network channel is being closed by remote site
virtual void ConnectionCrashed(const char *reason) = 0; // network error occured
virtual void PacketStart(int incoming_sequence, int outgoing_acknowledged) = 0; // called each time a new packet arrived
virtual void PacketEnd( void ) = 0; // all messages has been parsed
virtual void FileRequested(const char *fileName, unsigned int transferID) = 0; // other side request a file for download
virtual void FileReceived(const char *fileName, unsigned int transferID) = 0; // we received a file
virtual void FileDenied(const char *fileName, unsigned int transferID) = 0; // a file request was denied by other side
};
// server to client
class CNetPacket
{
DECLARE_FIXEDSIZE_ALLOCATOR( CNetPacket );
public:
CNetPacket();
~CNetPacket();
void AddRef();
void Release();
public:
netadr_t m_From; // sender IP
CUDPSocket *m_pSource; // received source
float m_flReceivedTime; // received time
unsigned char *m_pData; // pointer to raw packet data
bf_read m_Message; // easy bitbuf data access
int m_nSizeInBytes; // size in bytes
private:
int m_nRefCount;// Reference count
};
abstract_class IConnectionlessPacketHandler
{
public:
virtual bool ProcessConnectionlessPacket( CNetPacket *packet ) = 0; // process a connectionless packet
protected:
virtual ~IConnectionlessPacketHandler( void ) {};
};
abstract_class ILookupChannel
{
public:
virtual INetChannel *FindNetChannel( const netadr_t& from ) = 0;
};
// FIXME: Make an INetChannel
class CNetChannel : public INetChannel
{
public:
explicit CNetChannel();
~CNetChannel();
// Methods of INetChannel
virtual ConnectionStatus_t GetConnectionState( );
virtual const netadr_t &GetRemoteAddress( void ) const;
void Setup( bool serverSide, const netadr_t *remote_address, CUDPSocket *sendSocket, char const *name, INetworkMessageHandler *handler );
void Reset();
void Clear();
void Shutdown( const char *reason );
CUDPSocket *GetSocket();
void SetDataRate( float rate );
void SetTimeout( float seconds );
bool StartProcessingPacket( CNetPacket *packet );
bool ProcessPacket( CNetPacket *packet );
void EndProcessingPacket( CNetPacket *packet );
bool CanSendPacket( void ) const;
void SetChoked( void ); // choke a packet
bool HasPendingReliableData( void );
// Queues data for sending:
// send a net message
bool AddNetMsg( INetworkMessage *msg, bool bForceReliable = false );
// send a chunk of data
bool AddData( bf_write &msg, bool bReliable = true );
// Puts data onto the wire:
int SendDatagram( bf_write *data ); // Adds data to unreliable payload and then calls transmits the data
bool Transmit( bool onlyReliable = false ); // send data from buffers (calls SendDataGram( NULL ) )
bool IsOverflowed( void ) const;
bool IsTimedOut( void ) const;
bool IsTimingOut() const;
// Info:
const char *GetName( void ) const;
const char *GetAddress( void ) const;
float GetTimeConnected( void ) const;
float GetTimeSinceLastReceived( void ) const;
int GetDataRate( void ) const;
float GetLatency( int flow ) const;
float GetAvgLatency( int flow ) const;
float GetAvgLoss( int flow ) const;
float GetAvgData( int flow ) const;
float GetAvgChoke( int flow ) const;
float GetAvgPackets( int flow ) const;
int GetTotalData( int flow ) const;
void SetConnectionState( ConnectionStatus_t state );
private:
int ProcessPacketHeader( bf_read &buf );
bool ProcessControlMessage( int cmd, bf_read &buf );
bool ProcessMessages( bf_read &buf );
ConnectionStatus_t m_ConnectionState;
// last send outgoing sequence number
int m_nOutSequenceNr;
// last received incoming sequnec number
int m_nInSequenceNr;
// last received acknowledge outgoing sequnce number
int m_nOutSequenceNrAck;
// state of outgoing reliable data (0/1) flip flop used for loss detection
int m_nOutReliableState;
// state of incoming reliable data
int m_nInReliableState;
int m_nChokedPackets; //number of choked packets
int m_PacketDrop;
// Reliable data buffer, send wich each packet (or put in waiting list)
bf_write m_StreamReliable;
byte m_ReliableDataBuffer[8 * 1024]; // In SP, we don't need much reliable buffer, so save the memory (this is mostly for xbox).
CUtlVector<byte> m_ReliableDataBufferMP;
// unreliable message buffer, cleared wich each packet
bf_write m_StreamUnreliable;
byte m_UnreliableDataBuffer[NET_MAX_DATAGRAM_PAYLOAD];
// don't use any vars below this (only in net_ws.cpp)
CUDPSocket *m_pSocket; // NS_SERVER or NS_CLIENT index, depending on channel.
int m_StreamSocket; // TCP socket handle
unsigned int m_MaxReliablePayloadSize; // max size of reliable payload in a single packet
// Address this channel is talking to.
netadr_t remote_address;
// For timeouts. Time last message was received.
float last_received;
// Time when channel was connected.
float connect_time;
// Bandwidth choke
// Bytes per second
int m_Rate;
// If realtime > cleartime, free to send next packet
float m_fClearTime;
float m_Timeout; // in seconds
char m_Name[32]; // channel name
// packet history
// netflow_t m_DataFlow[ MAX_FLOWS ];
INetworkMessageHandler *m_MessageHandler; // who registers and processes messages
};
#endif // NETCHANNEL_H