netInterface.h

Engine/source/sim/netInterface.h

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Classes:

Public Variables

The global net interface instance.

Detailed Description

Public Variables

NetInterface * GNet 

The global net interface instance.

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _H_NETINTERFACE
 25#define _H_NETINTERFACE
 26
 27/// NetInterface class.  Manages all valid and pending notify protocol connections.
 28///
 29/// @see NetConnection, GameConnection, NetObject, NetEvent
 30class NetInterface
 31{
 32public:
 33   /// PacketType is encoded as the first byte of each packet.  If the LSB of
 34   /// the first byte is set (i.e. if the type number is odd), then the packet
 35   /// is a data protocol packet, otherwise it's an OOB packet, suitable for
 36   /// use in strange protocols, like game querying or connection initialization.
 37   enum PacketTypes
 38   {
 39      MasterServerGameTypesRequest  = 2,
 40      MasterServerGameTypesResponse = 4,
 41      MasterServerListRequest       = 6,
 42      MasterServerListResponse      = 8,
 43      GameMasterInfoRequest         = 10,
 44      GameMasterInfoResponse        = 12,
 45      GamePingRequest               = 14,
 46      GamePingResponse              = 16,
 47      GameInfoRequest               = 18,
 48      GameInfoResponse              = 20,
 49      GameHeartbeat                 = 22,
 50      GGCPacket                     = 24,
 51      ConnectChallengeRequest       = 26,
 52      ConnectChallengeReject        = 28,
 53      ConnectChallengeResponse      = 30,
 54      ConnectRequest                = 32,
 55      ConnectReject                 = 34,
 56      ConnectAccept                 = 36,
 57      Disconnect                    = 38,
 58      MasterServerExtendedListResponse = 40,
 59      MasterServerChallenge            = 42,
 60      MasterServerExtendedListRequest  = 44,
 61   };
 62protected:
 63
 64   Vector<NetConnection*> mPendingConnections;    ///< List of connections that are in the startup phase.
 65   U32                     mLastTimeoutCheckTime;  ///< Last time all the active connections were checked for timeouts.
 66   U32                     mRandomHashData[12];    ///< Data that gets hashed with connect challenge requests to prevent connection spoofing.
 67   bool                    mRandomDataInitialized; ///< Have we initialized our random number generator?
 68   bool                    mAllowConnections;      ///< Is this NetInterface allowing connections at this time?
 69
 70   enum NetInterfaceConstants
 71   {
 72      MaxPendingConnects  = 20,     ///< Maximum number of pending connections.  If new connection requests come in before
 73      ChallengeRetryCount = 4,      ///< Number of times to send connect challenge requests before giving up.
 74      ChallengeRetryTime  = 2500,   ///< Timeout interval in milliseconds before retrying connect challenge.
 75
 76      ConnectRetryCount    = 4,     ///< Number of times to send connect requests before giving up.
 77      ConnectRetryTime     = 2500,  ///< Timeout interval in milliseconds before retrying connect request.
 78      TimeoutCheckInterval = 1500,  ///< Interval in milliseconds between checking for connection timeouts.
 79   };
 80
 81   /// Initialize random data.
 82   void initRandomData();
 83
 84   /// @name Connection management
 85   /// Most of these are pretty self-explanatory.
 86   /// @{
 87
 88   void            addPendingConnection(NetConnection *conn);
 89   NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence);
 90   void         removePendingConnection(NetConnection *conn);
 91
 92   void   sendConnectChallengeRequest(NetConnection *conn);
 93   void handleConnectChallengeRequest(const NetAddress *addr, BitStream *stream);
 94
 95   void handleConnectChallengeResponse(const NetAddress *address, BitStream *stream);
 96
 97   void   sendConnectRequest(NetConnection *conn);
 98   void handleConnectRequest(const NetAddress *address, BitStream *stream);
 99
100   void   sendConnectAccept(NetConnection *conn);
101   void handleConnectAccept(const NetAddress *address, BitStream *stream);
102
103   void   sendConnectReject(NetConnection *conn, const char *reason);
104   void handleConnectReject(const NetAddress *address, BitStream *stream);
105
106   void handleDisconnect(const NetAddress *address, BitStream *stream);
107
108   /// @}
109
110   /// Calculate an MD5 sum representing a connection, and store it into addressDigest.
111   void computeNetMD5(const NetAddress *address, U32 connectSequence, U32 addressDigest[4]);
112
113public:
114   NetInterface();
115
116   /// Returns whether or not this NetInterface allows connections from remote hosts.
117   bool doesAllowConnections() { return mAllowConnections; }
118
119   /// Sets whether or not this NetInterface allows connections from remote hosts.
120   void setAllowsConnections(bool conn) { mAllowConnections = conn; }
121
122   /// Dispatch function for processing all network packets through this NetInterface.
123   virtual void processPacketReceiveEvent(NetAddress srcAddress, RawData packetData);
124
125   /// Handles all packets that don't fall into the category of connection handshake or game data.
126   virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
127
128   /// Checks all connections marked as client to server for packet sends.
129   void processClient();
130
131   /// Checks all connections marked as server to client for packet sends.
132   void processServer();
133
134   /// Begins the connection handshaking process for a connection.
135   void startConnection(NetConnection *conn);
136
137   /// Checks for timeouts on all valid and pending connections.
138   void checkTimeouts();
139
140   /// Send a disconnect packet on a connection, along with a reason.
141   void sendDisconnectPacket(NetConnection *conn, const char *reason);
142};
143
144/// The global net interface instance.
145extern NetInterface *GNet;
146#endif
147