MegaGlest/source/glest_game/network/network_message.h
Mark Vejvoda 319b672e20 added better handling of network connections:
- only listen for new clients on a server if an open slot exists (unconnected)
- for both server and client we wait a max of 10 seconds to receive a proper intro packet or we disconnect (could have connected to / from a non glest application using the same port)
2010-05-12 15:25:56 +00:00

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_NETWORKMESSAGE_H_
#define _GLEST_GAME_NETWORKMESSAGE_H_
#include "socket.h"
#include "game_constants.h"
#include "network_types.h"
using Shared::Platform::Socket;
using Shared::Platform::int8;
using Shared::Platform::uint8;
using Shared::Platform::int16;
namespace Glest{ namespace Game{
class GameSettings;
enum NetworkMessageType {
nmtInvalid,
nmtIntro,
nmtPing,
nmtReady,
nmtLaunch,
nmtCommandList,
nmtText,
nmtQuit,
nmtSynchNetworkGameData,
nmtSynchNetworkGameDataStatus,
nmtSynchNetworkGameDataFileCRCCheck,
nmtSynchNetworkGameDataFileGet,
nmtBroadCastSetup,
nmtSwitchSetupRequest,
nmtPlayerIndexMessage,
nmtCount
};
enum NetworkGameStateType {
nmgstInvalid,
nmgstOk,
nmgstNoSlots,
nmgstCount
};
const int32 commandListHeaderSize = 6;
// =====================================================
// class NetworkMessage
// =====================================================
class NetworkMessage {
public:
virtual ~NetworkMessage(){}
virtual bool receive(Socket* socket)= 0;
virtual void send(Socket* socket) const = 0;
protected:
bool peek(Socket* socket, void* data, int dataSize);
bool receive(Socket* socket, void* data, int dataSize);
void send(Socket* socket, const void* data, int dataSize) const;
};
// =====================================================
// class NetworkMessageIntro
//
// Message sent from the server to the client
// when the client connects and vice versa
// =====================================================
class NetworkMessageIntro: public NetworkMessage{
private:
static const int maxVersionStringSize= 128;
static const int maxNameSize= 32;
private:
struct Data{
int8 messageType;
NetworkString<maxVersionStringSize> versionString;
NetworkString<maxNameSize> name;
int16 playerIndex;
int8 gameState;
};
private:
Data data;
public:
NetworkMessageIntro();
NetworkMessageIntro(const string &versionString, const string &name, int playerIndex, NetworkGameStateType gameState);
string getVersionString() const { return data.versionString.getString(); }
string getName() const { return data.name.getString(); }
int getPlayerIndex() const { return data.playerIndex; }
NetworkGameStateType getGameState() const { return static_cast<NetworkGameStateType>(data.gameState); }
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class NetworkMessageReady
//
// Message sent at the beggining of the game
// =====================================================
class NetworkMessageReady: public NetworkMessage{
private:
struct Data{
int8 messageType;
int32 checksum;
};
private:
Data data;
public:
NetworkMessageReady();
NetworkMessageReady(int32 checksum);
int32 getChecksum() const {return data.checksum;}
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class NetworkMessageLaunch
//
// Message sent from the server to the client
// to launch the game
// =====================================================
class NetworkMessageLaunch: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
NetworkString<maxStringSize> description;
NetworkString<maxStringSize> map;
NetworkString<maxStringSize> tileset;
NetworkString<maxStringSize> tech;
NetworkString<maxStringSize> factionTypeNames[GameConstants::maxPlayers]; //faction names
NetworkString<maxStringSize> networkPlayerNames[GameConstants::maxPlayers]; //networkPlayerNames
int8 factionControls[GameConstants::maxPlayers];
int8 thisFactionIndex;
int8 factionCount;
int8 teams[GameConstants::maxPlayers];
int8 startLocationIndex[GameConstants::maxPlayers];
int8 defaultResources;
int8 defaultUnits;
int8 defaultVictoryConditions;
int8 fogOfWar;
};
private:
Data data;
public:
NetworkMessageLaunch();
NetworkMessageLaunch(const GameSettings *gameSettings,int8 messageType);
void buildGameSettings(GameSettings *gameSettings) const;
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class CommandList
//
// Message to order a commands to several units
// =====================================================
#pragma pack(push, 1)
class NetworkMessageCommandList: public NetworkMessage{
private:
//static const int maxCommandCount= 16*4;
static const int maxCommandCount = (16 * 4) * 2;
private:
struct Data{
int8 messageType;
uint8 commandCount;
//int8 commandCount;
int32 frameCount;
NetworkCommand commands[maxCommandCount];
};
private:
Data data;
public:
NetworkMessageCommandList(int32 frameCount= -1);
bool addCommand(const NetworkCommand* networkCommand);
void clear() {data.commandCount= 0;}
int getCommandCount() const {return data.commandCount;}
int getFrameCount() const {return data.frameCount;}
const NetworkCommand* getCommand(int i) const {return &data.commands[i];}
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
#pragma pack(pop)
// =====================================================
// class NetworkMessageText
//
// Chat text message
// =====================================================
class NetworkMessageText: public NetworkMessage{
private:
static const int maxStringSize= 128;
private:
struct Data{
int8 messageType;
NetworkString<maxStringSize> text;
NetworkString<maxStringSize> sender;
int8 teamIndex;
};
private:
Data data;
public:
NetworkMessageText(){}
NetworkMessageText(const string &text, const string &sender, int teamIndex);
string getText() const {return data.text.getString();}
string getSender() const {return data.sender.getString();}
int getTeamIndex() const {return data.teamIndex;}
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class NetworkMessageQuit
//
// Message sent at the beggining of the game
// =====================================================
class NetworkMessageQuit: public NetworkMessage{
private:
struct Data{
int8 messageType;
};
private:
Data data;
public:
NetworkMessageQuit();
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class NetworkMessageSynchNetworkGameData
//
// Message sent at the beggining of a network game
// =====================================================
class NetworkMessageSynchNetworkGameData: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
NetworkString<maxStringSize> map;
NetworkString<maxStringSize> tileset;
NetworkString<maxStringSize> tech;
int32 mapCRC;
int32 tilesetCRC;
int32 techCRC;
};
private:
Data data;
public:
NetworkMessageSynchNetworkGameData() {};
NetworkMessageSynchNetworkGameData(const GameSettings *gameSettings);
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
string getMap() const {return data.map.getString();}
string getTileset() const {return data.tileset.getString();}
string getTech() const {return data.tech.getString();}
int32 getMapCRC() const {return data.mapCRC;}
int32 getTilesetCRC() const {return data.tilesetCRC;}
int32 getTechCRC() const {return data.techCRC;}
};
// =====================================================
// class NetworkMessageSynchNetworkGameDataStatus
//
// Message sent at the beggining of a network game
// =====================================================
class NetworkMessageSynchNetworkGameDataStatus: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
int32 mapCRC;
int32 tilesetCRC;
int32 techCRC;
};
private:
Data data;
public:
NetworkMessageSynchNetworkGameDataStatus() {};
NetworkMessageSynchNetworkGameDataStatus(int32 mapCRC, int32 tilesetCRC, int32 techCRC);
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
int32 getMapCRC() const {return data.mapCRC;}
int32 getTilesetCRC() const {return data.tilesetCRC;}
int32 getTechCRC() const {return data.techCRC;}
};
// =====================================================
// class NetworkMessageSynchNetworkGameDataFileCRCCheck
//
// Message sent at the beggining of a network game
// =====================================================
class NetworkMessageSynchNetworkGameDataFileCRCCheck: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
int32 totalFileCount;
int32 fileIndex;
int32 fileCRC;
NetworkString<maxStringSize> fileName;
};
private:
Data data;
public:
NetworkMessageSynchNetworkGameDataFileCRCCheck() {};
NetworkMessageSynchNetworkGameDataFileCRCCheck(int32 totalFileCount, int32 fileIndex, int32 fileCRC, const string fileName);
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
int32 getTotalFileCount() const {return data.totalFileCount;}
int32 getFileIndex() const {return data.fileIndex;}
int32 getFileCRC() const {return data.fileCRC;}
string getFileName() const {return data.fileName.getString();}
};
// =====================================================
// class NetworkMessageSynchNetworkGameDataFileGet
//
// Message sent at the beggining of a network game
// =====================================================
class NetworkMessageSynchNetworkGameDataFileGet: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
NetworkString<maxStringSize> fileName;
};
private:
Data data;
public:
NetworkMessageSynchNetworkGameDataFileGet() {};
NetworkMessageSynchNetworkGameDataFileGet(const string fileName);
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
string getFileName() const {return data.fileName.getString();}
};
// =====================================================
// class SwitchSetupRequest
//
// Message sent from the client to the server
// to switch its settings
// =====================================================
class SwitchSetupRequest: public NetworkMessage{
private:
static const int maxStringSize= 256;
private:
struct Data{
int8 messageType;
NetworkString<maxStringSize> selectedFactionName; //wanted faction name
int8 currentFactionIndex;
int8 toFactionIndex;
int8 toTeam;
};
private:
Data data;
public:
SwitchSetupRequest();
SwitchSetupRequest( string selectedFactionName, int8 currentFactionIndex, int8 toFactionIndex,int8 toTeam);
string getSelectedFactionName() const {return data.selectedFactionName.getString();}
int getCurrentFactionIndex() const {return data.currentFactionIndex;}
int getToFactionIndex() const {return data.toFactionIndex;}
int getToTeam() const {return data.toTeam;}
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
// =====================================================
// class PlayerIndexMessage
//
// Message sent from the server to the clients
// to tell them about a slot change ( caused by another client )
// =====================================================
class PlayerIndexMessage: public NetworkMessage{
private:
struct Data{
int8 messageType;
int16 playerIndex;
};
private:
Data data;
public:
PlayerIndexMessage( int16 playerIndex);
int16 getPlayerIndex() const {return data.playerIndex;}
virtual bool receive(Socket* socket);
virtual void send(Socket* socket) const;
};
}}//end namespace
#endif