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////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Communication Engine
#include "gsUdpEngine.h"
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Internal Structures
// Internal representation of a connection
// Also includes a ip and port for mapping to a connection
typedef struct
{
unsigned int mAddr;
unsigned short mPort;
GT2Connection mConnection;
} GSUdpRemotePeer;
// Message handler used filter traffic to a specific SDK or part of application
typedef struct
{
unsigned char mInitialMsg[GS_UDP_MSG_HEADER_LEN];
unsigned char mHeader[GS_UDP_MSG_HEADER_LEN];
DArray mPendingConnections;
gsUdpConnClosedCallback mClosed;
gsUdpConnReceivedDataCallback mReceived;
gsUdpConnConnectedCallback mConnected;
gsUdpConnPingCallback mPingReply;
gsUdpErrorCallback mNetworkError;
void *mUserData;
} GSUdpMsgHandler;
// The internal representation of UDP Communication Engine
typedef struct
{
GT2Socket mSocket;
DArray mRemotePeers;
DArray mMsgHandlers;
gsi_bool mInitialized;
// Application callbacks for connection that gets
// un-handled messages
gsUdpConnConnectedCallback mAppConnected;
gsUdpConnClosedCallback mAppClosed;
gsUdpConnPingCallback mAppPingReply;
gsUdpConnReceivedDataCallback mAppRecvData;
gsUdpAppConnectAttemptCallback mAppConnAttempt;
// Error callback ?
gsUdpErrorCallback mAppNetworkError;
// Unknown Message
gsUdpUnknownMsgCallback mAppUnknownMessage;
void *mAppUserData;
// This was any easier way to keep track of pending connections
// It does not rely on an address since it only keeps track of pending
// connections an app makes.
int mAppPendingConnections;
unsigned int mLocalAddr;
unsigned short mLocalPort;
}GSUdpEngineObject;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Acts as the function to return the singleton
// This function is not exposed. It will only be
// used internally to do any modifications to the
// GSUdpEngineObject
GSUdpEngineObject * gsUdpEngineGetEngine()
{
static GSUdpEngineObject aUdpObject;
return &aUdpObject;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Message Handler DArray functions
void gsUdpMsgHandlerFree(void *theMsgHandler)
{
GSUdpMsgHandler *aHandler= (GSUdpMsgHandler *)theMsgHandler;
ArrayFree(aHandler->mPendingConnections);
}
// Used to find a message handler based on the initial message.
int gsUdpMsgHandlerCompare(const void *theFirstHandler, const void *theSecondHandler)
{
GSUdpMsgHandler *msgHandler1 = (GSUdpMsgHandler *)theFirstHandler,
*msgHandler2 = (GSUdpMsgHandler *)theSecondHandler;
int initCmp;
initCmp = memcmp(msgHandler1->mInitialMsg, msgHandler2->mInitialMsg, GS_UDP_MSG_HEADER_LEN);
return initCmp;
}
// Used to find a message handler based on the header.
int gsUdpMsgHandlerCompare2(const void *theFirstHandler, const void *theSecondHandler)
{
GSUdpMsgHandler *msgHandler1 = (GSUdpMsgHandler *)theFirstHandler,
*msgHandler2 = (GSUdpMsgHandler *)theSecondHandler;
int headerCmp;
headerCmp = memcmp(msgHandler1->mHeader, msgHandler2->mHeader, GS_UDP_MSG_HEADER_LEN);
return headerCmp;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Remote Peer DArray compare functions
// Finds a remote peer based on IP and Port
int gsUdpRemotePeerCompare(const void *theFirstPeer, const void *theSecondPeer)
{
GSUdpRemotePeer *aPeer1 = (GSUdpRemotePeer *)theFirstPeer,
*aPeer2 = (GSUdpRemotePeer *)theSecondPeer;
if (aPeer1->mAddr != aPeer2->mAddr)
return 1;
if (aPeer1->mPort != aPeer2->mPort)
return 1;
return 0;
}
// Finds a remote peer based on a GT2Connection
int gsUdpRemotePeerCompare2(const void *theFirstPeer, const void *theSecondPeer)
{
GSUdpRemotePeer *aPeer1 = (GSUdpRemotePeer *)theFirstPeer,
*aPeer2 = (GSUdpRemotePeer *)theSecondPeer;
if (aPeer1->mConnection != aPeer2->mConnection)
return 1;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Lets the Message Handler and App know about network errors
void gsUdpSocketError(GT2Socket theSocket)
{
int i, len;
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Socket error, passing to app and message handlers\n");
if (aUdp->mAppNetworkError)
aUdp->mAppNetworkError(GS_UDP_NETWORK_ERROR, aUdp->mAppUserData);
len = ArrayLength(aUdp->mMsgHandlers);
for (i = 0; i < len; i++)
{
GSUdpMsgHandler *aMsgHandler = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, i);
if (aMsgHandler->mNetworkError)
aMsgHandler->mNetworkError(GS_UDP_NETWORK_ERROR, aMsgHandler->mUserData);
}
GSI_UNUSED(theSocket);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Lets the App and Message Handlers know a peer left
void gsUdpClosedRoutingCB(GT2Connection theConnection, GT2CloseReason reason)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpRemotePeer aRemotePeer;
int index, len;
GSUdpCloseReason aReason;
char anAddr[GS_IP_ADDR_AND_PORT];
if (reason == GT2CommunicationError || reason == GT2SocketError)
aReason = GS_UDP_CLOSED_BY_COMM_ERROR;
else if (reason == GT2NotEnoughMemory)
aReason = GS_UDP_CLOSED_BY_LOW_MEM;
else
aReason = (GSUdpCloseReason)reason;
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection closed to %s\n", gt2AddressToString(gt2GetRemoteIP(theConnection),
gt2GetRemotePort(theConnection), anAddr));
len = ArrayLength(aUdp->mMsgHandlers);
for (index = 0; index < len; index++)
{
GSUdpMsgHandler *aHandler = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, index);
if (aHandler->mClosed)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection closed: passed to message handler\n");
aHandler->mClosed(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection), aReason, aHandler->mUserData);
}
}
if (aUdp->mAppClosed)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection closed: passed to app\n");
aUdp->mAppClosed(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection), aReason, aUdp->mAppUserData);
}
aRemotePeer.mConnection = theConnection;
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare2, 0, 0);
if (index != NOT_FOUND)
{
ArrayDeleteAt(aUdp->mRemotePeers, index);
}
GSI_UNUSED(anAddr);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// When a peer has accepted a GT2Connection the UDP layer needs to let
// higher level app or message handler know that it accepted the request to
// to message a peer.
void gsUdpConnectedRoutingCB(GT2Connection theConnection, GT2Result theResult, GT2Byte *theMessage,
int theMessageLen)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
int aIndex, len;
GSUdpErrorCode aCode;
char anAddr[GS_IP_ADDR_AND_PORT];
switch(theResult)
{
case GT2NegotiationError:
aCode = GS_UDP_REMOTE_ERROR;
break;
case GT2Rejected:
aCode = GS_UDP_REJECTED;
break;
case GT2TimedOut:
aCode = GS_UDP_TIMED_OUT;
break;
case GT2Success:
aCode = GS_UDP_NO_ERROR;
break;
default:
aCode = GS_UDP_UNKNOWN_ERROR;
break;
}
if (theResult == GT2Rejected)
{
int aRemotePeerIdx;
GSUdpRemotePeer aRemotePeer;
aRemotePeer.mAddr = gt2GetRemoteIP(theConnection);
aRemotePeer.mPort = gt2GetRemotePort(theConnection);
aRemotePeerIdx = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (aRemotePeerIdx != NOT_FOUND)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connect rejected by %s\n", gt2AddressToString(gt2GetRemoteIP(theConnection),
gt2GetRemotePort(theConnection), anAddr));
ArrayDeleteAt(aUdp->mRemotePeers, aRemotePeerIdx);
}
}
len = ArrayLength(aUdp->mMsgHandlers);
for (aIndex = 0; aIndex < len; aIndex++)
{
int aRemotePeerIdx;
GSUdpRemotePeer aRemotePeer;
GSUdpMsgHandler *aTempHandler = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, aIndex);
aRemotePeer.mAddr = gt2GetRemoteIP(theConnection);
aRemotePeer.mPort = gt2GetRemotePort(theConnection);
aRemotePeerIdx = ArraySearch(aTempHandler->mPendingConnections, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (aRemotePeerIdx != NOT_FOUND)
{
if (aTempHandler->mConnected)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passing connect result to message handler\n");
aTempHandler->mConnected(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection),
aCode, theResult == GT2Rejected ? gsi_true : gsi_false, aTempHandler->mUserData);
}
ArrayDeleteAt(aTempHandler->mPendingConnections, aRemotePeerIdx);
return;
}
}
if (aUdp->mAppPendingConnections > 0)
{
if (aUdp->mAppConnected)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passing connect result to app\n");
aUdp->mAppConnected(gt2GetRemoteIP(theConnection),gt2GetRemotePort(theConnection),
aCode, theResult == GT2Rejected ? gsi_true : gsi_false, aUdp->mAppUserData);
}
aUdp->mAppPendingConnections--;
}
GSI_UNUSED(theMessage);
GSI_UNUSED(theMessageLen);
GSI_UNUSED(anAddr);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Pings are passed on to higher level app or message handlers
void gsUdpPingRoutingCB(GT2Connection theConnection, int theLatency)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
int index, len;
char anAddr[GS_IP_ADDR_AND_PORT];
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Received ping from %s\n", gt2AddressToString(gt2GetRemoteIP(theConnection),
gt2GetRemotePort(theConnection), anAddr));
len = ArrayLength(aUdp->mMsgHandlers);
for (index = 0; index < len; index++)
{
GSUdpMsgHandler *aHandler = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, index);
if (aHandler->mPingReply)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passed to message handler\n");
aHandler->mPingReply(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection), (unsigned int)theLatency, aHandler->mUserData);
return;
}
}
if (aUdp->mAppPingReply)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passed to app\n");
aUdp->mAppPingReply(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection), (unsigned int)theLatency, aUdp->mAppUserData);
}
GSI_UNUSED(anAddr);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Any data received prompts the UDP layer to first find a higher level
// message handler to handle the data. If there was no message handler
// found, the data is passed to the higher level app.
void gsUdpReceivedRoutingCB(GT2Connection theConnection, GT2Byte *theMessage, int theMessageLen,
GT2Bool reliable)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpMsgHandler aHandler;
int index;
char anAddr[GS_IP_ADDR_AND_PORT];
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Received data from %s\n", gt2AddressToString(gt2GetRemoteIP(theConnection),
gt2GetRemotePort(theConnection), anAddr));
//If there is a handler, pass it to the handler
//The header should not be stripped off
if (theMessageLen >= GS_UDP_MSG_HEADER_LEN)
{
memcpy(aHandler.mHeader, theMessage, GS_UDP_MSG_HEADER_LEN);
index = ArraySearch(aUdp->mMsgHandlers, &aHandler, gsUdpMsgHandlerCompare2, 0, 0);
if (index != NOT_FOUND)
{
GSUdpMsgHandler *aHandlerFound = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, index);
if (aHandlerFound->mReceived)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passed to message handler\n");
aHandlerFound->mReceived(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection),
theMessage + GS_UDP_MSG_HEADER_LEN, (unsigned int)(theMessageLen - GS_UDP_MSG_HEADER_LEN), reliable, aHandlerFound->mUserData);
return;
}
}
}
if (aUdp->mAppRecvData)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Passed to app\n");
aUdp->mAppRecvData(gt2GetRemoteIP(theConnection), gt2GetRemotePort(theConnection), theMessage, (unsigned int)theMessageLen, reliable,
aUdp->mAppUserData);
}
GSI_UNUSED(anAddr);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Messages that are not recognized are passed only to the higher level app
// since message handlers always request to talk to peers
GT2Bool gsUdpUnrecognizedMsgCB(GT2Socket theSocket, unsigned int theIp, unsigned short thePort, GT2Byte * theMessage,
int theMsgLen)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
char anAddr[GS_IP_ADDR_AND_PORT];
if (aUdp->mAppUnknownMessage)
{
gsi_bool aRet;
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Unknown message from %s, passing to app\n", gt2AddressToString(theIp, thePort, anAddr));
aRet = aUdp->mAppUnknownMessage(theIp, thePort, (unsigned char *)theMessage, (unsigned int)theMsgLen, aUdp->mAppUserData);
return aRet ? GT2True : GT2False;
}
GSI_UNUSED(theSocket);
GSI_UNUSED(anAddr);
return GT2False;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Requests for communication from a peer is handled by first checking if the
// initial message has a message handler registered for it. Otherwise
// the message is passed onto the app.
void gsUdpConnAttemptCB(GT2Socket socket, GT2Connection connection, unsigned int ip,
unsigned short port, int latency, GT2Byte * message, int len)
{
// Get the message handler for the connection
int index;
GSUdpMsgHandler aHandler;
GSUdpRemotePeer aRemotePeer;
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
char anAddr[GS_IP_ADDR_AND_PORT];
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection attempt from %s\n", gt2AddressToString(ip, port, anAddr));
//If there is a handler, automatically accept a connection if the initial message is
//the same as the handler's registered initial message
if (len >= GS_UDP_MSG_HEADER_LEN)
{
memcpy(aHandler.mInitialMsg, message, GS_UDP_MSG_HEADER_LEN);
aRemotePeer.mAddr = ip;
aRemotePeer.mPort = port;
aRemotePeer.mConnection = connection;
ArrayAppend(aUdp->mRemotePeers, &aRemotePeer);
index = ArraySearch(aUdp->mMsgHandlers, &aHandler, gsUdpMsgHandlerCompare, 0, 0);
if (index != NOT_FOUND)
{
GT2ConnectionCallbacks aCallbacks;
aCallbacks.closed = gsUdpClosedRoutingCB;
aCallbacks.connected = gsUdpConnectedRoutingCB;
aCallbacks.ping = gsUdpPingRoutingCB;
aCallbacks.received = gsUdpReceivedRoutingCB;
// Automatically accept connections for Message Handlers
gt2Accept(aRemotePeer.mConnection, &aCallbacks);
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection attempt auto-accepted for message handler\n");
return;
}
}
// all other messages go to the app
if (aUdp->mAppConnAttempt)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Comment,
"[Udp Engine] Connection attempt from %s, asking app to accept/reject\n", gt2AddressToString(ip, port, anAddr));
aUdp->mAppConnAttempt(ip, port, latency, (unsigned char *)message, (unsigned int)len, aUdp->mAppUserData);
}
else
{
// Reject any un-handled connections or unknown connections
gt2Reject(connection, NULL, 0);
ArrayRemoveAt(aUdp->mRemotePeers, ArrayLength(aUdp->mRemotePeers) -1);
}
GSI_UNUSED(socket);
GSI_UNUSED(anAddr);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Public functions
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Used to check if the UDP layer needs to be initialized
gsi_bool gsUdpEngineIsInitialized()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
return aUdp->mInitialized;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Initializes the UDP layer
// A specific port can be used if needed.
// An app must register their callbacks here.
// An App must also call this before starting SDKs since they might start
// the UDP layer without the app having a chance to register its callbacks.
// Any message handler can get the port the UDP layer is using if it did not
// initialize the UDP Layer.
// Use of the UDP Layer requires it to be initialized as is the case with most
// functions below.
GSUdpErrorCode gsUdpEngineInitialize(unsigned short thePort, int theIncomingBufSize,
int theOutgoingBufSize, gsUdpErrorCallback theAppNetworkError,
gsUdpConnConnectedCallback theAppConnected,
gsUdpConnClosedCallback theAppClosed,
gsUdpConnPingCallback theAppPing,
gsUdpConnReceivedDataCallback theAppReceive,
gsUdpUnknownMsgCallback theAppUnownMsg,
gsUdpAppConnectAttemptCallback theAppConnectAttempt,
void *theAppUserData)
{
int incomingBufferSize,
outgoingBufferSize;
char anAddr[GS_IP_ADDR_AND_PORT];
GT2Result aGt2Result;
// Grab the single instance of the UDP Communication Engine
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
// Setup our gt2 buffer sizes for reliable messages
incomingBufferSize = theIncomingBufSize != 0 ? theIncomingBufSize : GS_UDP_DEFAULT_IN_BUFFSIZE;
outgoingBufferSize = theOutgoingBufSize != 0 ? theOutgoingBufSize : GS_UDP_DEFAULT_OUT_BUFFSIZE;
// Setup our internal socket that will be shared among more than one application
aUdp->mAppNetworkError = theAppNetworkError;
aUdp->mAppUnknownMessage = theAppUnownMsg;
aUdp->mAppConnected = theAppConnected;
aUdp->mAppClosed = theAppClosed;
aUdp->mAppPingReply = theAppPing;
aUdp->mAppRecvData = theAppReceive;
aUdp->mAppConnAttempt = theAppConnectAttempt;
// Any port can be used
gt2AddressToString(0, thePort, anAddr);
aGt2Result = gt2CreateSocket(&aUdp->mSocket, anAddr, outgoingBufferSize, incomingBufferSize,
gsUdpSocketError);
if (aGt2Result != GT2Success)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_WarmError,
"[Udp Engine] error creating gt2 socket, error code: %d\n", aGt2Result);
return GS_UDP_NETWORK_ERROR;
}
// We'll need to keep track of connections with an array of GPconnection to address mapping
aUdp->mRemotePeers = ArrayNew(sizeof(GSUdpRemotePeer), 1, NULL);
if (aUdp->mRemotePeers == NULL)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Memory, GSIDebugLevel_HotError,
"[Udp Engine] No more memory!!!\n");
return GS_UDP_NO_MEMORY;
}
aUdp->mMsgHandlers = ArrayNew(sizeof(GSUdpMsgHandler), 1, gsUdpMsgHandlerFree);
if (aUdp->mMsgHandlers == NULL)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Memory, GSIDebugLevel_HotError,
"[Udp Engine] No more memory!!!\n");
return GS_UDP_NO_MEMORY;
}
// Used by the manager to receive messages from backend services or other clients
// that may not be using gt2
gt2SetUnrecognizedMessageCallback(aUdp->mSocket, gsUdpUnrecognizedMsgCB);
// Automatically start listening for all SDKS and the game if game uses UDP Engine
gt2Listen(aUdp->mSocket, gsUdpConnAttemptCB);
aUdp->mLocalAddr = gt2GetLocalIP(aUdp->mSocket);
aUdp->mLocalPort = gt2GetLocalPort(aUdp->mSocket);
aUdp->mAppPendingConnections = 0;
aUdp->mInitialized = gsi_true;
if (theAppUserData)
{
aUdp->mAppUserData = theAppUserData;
}
else
aUdp->mAppUserData = NULL;
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Used obtain the peer's state
// theIp and thePort cannot be 0 (Zero)
GSUdpErrorCode gsUdpEngineGetPeerState(unsigned int theIp, unsigned short thePort, GSUdpPeerState *thePeerState)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpRemotePeer aPeer, *aPeerFound;
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
GS_ASSERT(thePeerState != NULL);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_State, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
*thePeerState = GS_UDP_PEER_CLOSED;
return GS_UDP_NOT_INITIALIZED;
}
aPeer.mAddr = theIp;
aPeer.mPort = thePort;
index = ArraySearch(aUdp->mRemotePeers, &aPeer, gsUdpRemotePeerCompare, 0, 0);
if (index == NOT_FOUND)
{
*thePeerState = GS_UDP_PEER_CLOSED;
return GS_UDP_NO_ERROR;
}
aPeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
*thePeerState = (GSUdpPeerState)gt2GetConnectionState(aPeerFound->mConnection);
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// theIp and thePort cannot be 0 (Zero)
// Starts a request to open a communication channel with another peer based on
// IP and port.
GSUdpErrorCode gsUdpEngineStartTalkingToPeer(unsigned int theIp, unsigned short thePort,
char theInitMsg[GS_UDP_MSG_HEADER_LEN], int timeOut)
{
char anAddr[GS_IP_ADDR_AND_PORT];
GSUdpRemotePeer aRemotePeer;
GSUdpMsgHandler aHandler;
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GT2ConnectionCallbacks aCallbacks;
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
if (theIp == 0 || thePort == 0)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid parameter(s), check ip, port");
return GS_UDP_PARAMETER_ERROR;
}
aRemotePeer.mAddr = theIp; // In Network Byte Order for GT2
aRemotePeer.mPort = thePort; // In Host Byte Order for GT2
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (index != NOT_FOUND)
{
GSUdpRemotePeer *aPeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
GT2ConnectionState aState = gt2GetConnectionState(aPeerFound->mConnection);
if (aState == GT2Connected)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine is already talking to remote address\n");
return GS_UDP_ADDRESS_ALREADY_IN_USE;
}
else if (aState == GT2Connecting)
{
memcpy(aHandler.mInitialMsg, theInitMsg, GS_UDP_MSG_HEADER_LEN);
index = ArraySearch(aUdp->mMsgHandlers, &aHandler, gsUdpMsgHandlerCompare, 0, 0);
if (index != NOT_FOUND)
{
GSUdpMsgHandler *aHandlerFound = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, index);
ArrayAppend(aHandlerFound->mPendingConnections, aPeerFound);
}
}
}
else
{
gt2AddressToString(theIp, thePort, anAddr);
aCallbacks.closed = gsUdpClosedRoutingCB;
aCallbacks.connected = gsUdpConnectedRoutingCB;
aCallbacks.ping = gsUdpPingRoutingCB;
aCallbacks.received = gsUdpReceivedRoutingCB;
// start the connect without blocking since we want the engine to be as asynchronous as possible
gt2Connect(aUdp->mSocket, &aRemotePeer.mConnection, anAddr, (unsigned char *)theInitMsg, GS_UDP_MSG_HEADER_LEN, timeOut, &aCallbacks, GT2False);
ArrayAppend(aUdp->mRemotePeers, &aRemotePeer);
memcpy(aHandler.mInitialMsg, theInitMsg, GS_UDP_MSG_HEADER_LEN);
index = ArraySearch(aUdp->mMsgHandlers, &aHandler, gsUdpMsgHandlerCompare, 0, 0);
if (index != NOT_FOUND)
{
GSUdpRemotePeer *aRemotePeerPtr = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, ArrayLength(aUdp->mRemotePeers) - 1);
GSUdpMsgHandler *aHandlerFound = (GSUdpMsgHandler *)ArrayNth(aUdp->mMsgHandlers, index);
ArrayAppend(aHandlerFound->mPendingConnections, &aRemotePeerPtr);
}
else
{
aUdp->mAppPendingConnections++;
}
}
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// theIp and thePort cannot be 0 (Zero)
// Accepts a Peer's request for communication
// Should only be used by App
GSUdpErrorCode gsUdpEngineAcceptPeer(unsigned int theIp, unsigned short thePort)
{
GSUdpRemotePeer aRemotePeer;
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
if (theIp == 0 || thePort == 0)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid parameter(s), check ip, port\n");
return GS_UDP_PARAMETER_ERROR;
}
aRemotePeer.mAddr = theIp;
aRemotePeer.mPort = thePort;
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (index != NOT_FOUND)
{
GT2ConnectionCallbacks aCallbacks;
GSUdpRemotePeer *aPeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
aCallbacks.closed = gsUdpClosedRoutingCB;
aCallbacks.connected = gsUdpConnectedRoutingCB;
aCallbacks.ping = gsUdpPingRoutingCB;
aCallbacks.received = gsUdpReceivedRoutingCB;
gt2Accept(aPeerFound->mConnection, &aCallbacks);
}
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// theIp and thePort cannot be 0 (Zero)
// Rejects a Peer's request for communication
// Should only be used by App
GSUdpErrorCode gsUdpEngineRejectPeer(unsigned int theIp, unsigned short thePort)
{
GSUdpRemotePeer aRemotePeer;
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
if (theIp == 0 || thePort == 0)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid parameter(s), check ip, port\n");
return GS_UDP_PARAMETER_ERROR;
}
// Find the connection to reject in our array of peers
aRemotePeer.mAddr = theIp;
aRemotePeer.mPort = thePort;
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (index != NOT_FOUND)
{
GSUdpRemotePeer *aPeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
gt2Reject(aPeerFound->mConnection, NULL, 0);
ArrayDeleteAt(aUdp->mRemotePeers, index);
}
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Sends a message to a peer using IP and Port
// An empty header constitutes the app sending this message.
// theIp and thePort cannot be 0 (Zero)
//
// WARNING: Messages should not be greater than the outgoing buffer size minus the header
// and the 7 byte header for reliable messages (used for internal gt2 operations). Most
// UDP fragmentation occurs if messages are bigger than 1500 bytes. Also, some routers are
// known to drop those packets that are larger than 1500 bytes. The recommended outgoing
// buffer size is the default (1460). So take that, and subtract 16 for message handler header
// and reliable message header (if sending data reliably).
// freeSpace = 1460 - 16 - 7
GSUdpErrorCode gsUdpEngineSendMessage(unsigned int theIp, unsigned short thePort,
char theHeader[GS_UDP_MSG_HEADER_LEN], unsigned char *theMsg,
unsigned int theMsgLen, gsi_bool theReliable)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
int aTotalMessageLen, index;
GSUdpRemotePeer aRemotePeer, *aRemotePeerFound;
GT2Byte *fullMessage;
GT2Result aResult;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
// Messages being sent with an empty header are treated as app messages
if (!theHeader[0])
aTotalMessageLen = (int)theMsgLen;
else
aTotalMessageLen = (int)(GS_UDP_MSG_HEADER_LEN + theMsgLen);
aRemotePeer.mAddr = theIp;
aRemotePeer.mPort = thePort;
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (index == NOT_FOUND)
{
char anAddr[GS_IP_ADDR_AND_PORT];
gt2AddressToString(theIp, thePort, anAddr);
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_WarmError,
"[Udp Engine] address not found for sending message\n", anAddr);
return GS_UDP_ADDRESS_ERROR;
}
else
{
aRemotePeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
}
if (aTotalMessageLen > gt2GetOutgoingBufferSize(aRemotePeerFound->mConnection) && theReliable)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_WarmError,
"[Udp Engine] Message Size too large, dropping message\n");
return GS_UDP_MSG_TOO_BIG;
}
fullMessage = (GT2Byte *)gsimalloc((unsigned long)aTotalMessageLen);
memcpy(fullMessage, theHeader, GS_UDP_MSG_HEADER_LEN);
memcpy(fullMessage + GS_UDP_MSG_HEADER_LEN, theMsg, theMsgLen);
// Send the message
// reliable messages will be kept in the outgoing buffers till they are sent
aResult = gt2Send(aRemotePeerFound->mConnection, fullMessage, aTotalMessageLen, theReliable);
gsifree(fullMessage);
if (aResult != GT2Success)
return GS_UDP_SEND_FAILED;
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// One the UDP Layer is initialized, this function
// should be called every 10-100 ms
// Message handlers already call this which means
// that the app may not have to call this function
GSUdpErrorCode gsUdpEngineThink()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
gt2Think(aUdp->mSocket);
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Shutdown should only happen if following is met:
// Apps can call this function after they have shutdown message handlers (SDKs),
// and verified there are no message handlers remaining. Calling the function
// gsUdpEngineNoMoreMsgHandlers will do this.
// Message handlers cannot call this function without checking if there no more
// message handlers remaining and if there is no app (gsUdpEngineNoApp).
GSUdpErrorCode gsUdpEngineShutdown()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
gt2CloseSocket(aUdp->mSocket);
ArrayFree(aUdp->mMsgHandlers);
ArrayFree(aUdp->mRemotePeers);
aUdp->mInitialized = gsi_false;
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Obtains the lower level socket that can be used to perform other operations
// or pass to other SDKs.
SOCKET gsUdpEngineGetSocket()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_HotError,
"[Udp Engine] Engine not initialized\n");
return INVALID_SOCKET;
}
return gt2GetSocketSOCKET(aUdp->mSocket);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Gets the local IP the UDP layer is bound to.
unsigned int gsUdpEngineGetLocalAddr()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_HotError,
"[Udp Engine] Engine not initialized\n");
return (unsigned int)-1;
}
return aUdp->mLocalAddr;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Gets the local port the UDP layer is bound to.
unsigned short gsUdpEngineGetLocalPort()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_HotError,
"[Udp Engine] Engine not initialized\n");
return 0;
}
return aUdp->mLocalPort;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Message handlers are added using this function
// The initial message and header of a message handler cannot be empty
// However, they can be the same.
// User data can be useful for keeping track of Message Handler
GSUdpErrorCode gsUdpEngineAddMsgHandler(char theInitMsg[GS_UDP_MSG_HEADER_LEN], char theHeader[GS_UDP_MSG_HEADER_LEN],
gsUdpErrorCallback theMsgHandlerError,
gsUdpConnConnectedCallback theMsgHandlerConnected,
gsUdpConnClosedCallback theMsgHandlerClosed,
gsUdpConnPingCallback theMsgHandlerPing,
gsUdpConnReceivedDataCallback theMsgHandlerRecv,
void *theUserData)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpMsgHandler aMsgHandler;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theInitMsg || theInitMsg[0]);
GS_ASSERT(theHeader || theHeader[0]);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
// setup a message handler that the UDP engine will use to pass connection attempts to
//check for valid input
if (!theInitMsg[0])
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid init message\n");
return GS_UDP_PARAMETER_ERROR;
}
if (!theHeader[0])
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid header\n");
return GS_UDP_PARAMETER_ERROR;
}
// This check is not necessary. Some SDKs may not use all callbacks
/*if (!theMsgHandlerError || !theMsgHandlerConnected || !theMsgHandlerClosed
|| !theMsgHandlerPing || !theMsgHandlerRecv)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Invalid callback(s)");
return GS_UDP_PARAMETER_ERROR;
}
*/
aMsgHandler.mClosed = theMsgHandlerClosed;
aMsgHandler.mConnected = theMsgHandlerConnected;
aMsgHandler.mPingReply = theMsgHandlerPing;
aMsgHandler.mReceived = theMsgHandlerRecv;
aMsgHandler.mNetworkError = theMsgHandlerError;
memcpy(aMsgHandler.mInitialMsg, theInitMsg, GS_UDP_MSG_HEADER_LEN);
memcpy(aMsgHandler.mHeader, theHeader, GS_UDP_MSG_HEADER_LEN);
aMsgHandler.mPendingConnections = ArrayNew(sizeof(GSUdpRemotePeer *), 1, NULL);
if (aMsgHandler.mPendingConnections == NULL)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Memory, GSIDebugLevel_HotError,
"[Udp Engine] No more memory!!!\n");
return GS_UDP_NO_MEMORY;
}
aMsgHandler.mUserData = theUserData;
ArrayAppend(aUdp->mMsgHandlers, &aMsgHandler);
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// When a message handler is done or shutting down, the message handler should remove
// itself from the UDP Layer
// The header cannot be empty
GSUdpErrorCode gsUdpEngineRemoveMsgHandler(char theHeader[GS_UDP_MSG_HEADER_LEN])
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpMsgHandler aHandler;
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theHeader);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return GS_UDP_NETWORK_ERROR;
}
if (!theHeader || !theHeader[0])
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] invalid or empty header\n");
return GS_UDP_PARAMETER_ERROR;
}
memcpy(aHandler.mHeader, theHeader, GS_UDP_MSG_HEADER_LEN);
index = ArraySearch(aUdp->mMsgHandlers, &aHandler, gsUdpMsgHandlerCompare2, 0, 0);
if (index != NOT_FOUND)
{
ArrayDeleteAt(aUdp->mMsgHandlers, index);
}
return GS_UDP_NO_ERROR;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// Checks to see if there any remaining message handlers.
// returns gsi_false if there are none.
gsi_bool gsUdpEngineNoMoreMsgHandlers()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return gsi_true;
}
return ArrayLength(aUdp->mMsgHandlers) == 0 ? gsi_true : gsi_false;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// returns gsi_false if there is no app using the UDP Layer
gsi_bool gsUdpEngineNoApp()
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GS_ASSERT(aUdp->mInitialized);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return gsi_true;
}
if (aUdp->mAppClosed || aUdp->mAppConnAttempt || aUdp->mAppConnected || aUdp->mAppNetworkError
|| aUdp->mAppPingReply || aUdp->mAppRecvData || aUdp->mAppUnknownMessage)
{
return gsi_false;
}
return gsi_true;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// UDP Layer must be initialized
// theIp and thePort cannot be 0 (Zero)
// Based on an IP and port, the function will return the amount of free space
// of a peer's buffer.
int gsUdpEngineGetPeerOutBufferFreeSpace(unsigned int theIp, unsigned short thePort)
{
GSUdpEngineObject *aUdp = gsUdpEngineGetEngine();
GSUdpRemotePeer aRemotePeer, *aRemotePeerFound;
int index;
GS_ASSERT(aUdp->mInitialized);
GS_ASSERT(theIp);
GS_ASSERT(thePort);
if (!aUdp->mInitialized)
{
gsDebugFormat(GSIDebugCat_Common, GSIDebugType_Network, GSIDebugLevel_Debug,
"[Udp Engine] Engine not initialized\n");
return 0;
}
aRemotePeer.mAddr = theIp;
aRemotePeer.mPort = thePort;
index = ArraySearch(aUdp->mRemotePeers, &aRemotePeer, gsUdpRemotePeerCompare, 0, 0);
if (index != NOT_FOUND)
{
aRemotePeerFound = (GSUdpRemotePeer *)ArrayNth(aUdp->mRemotePeers, index);
return gt2GetOutgoingBufferFreeSpace(aRemotePeerFound->mConnection);
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Creates a string address given an IP and port
// IP and port can be 0.
void gsUdpEngineAddrToString(unsigned int theIp, unsigned short thePort, char addrstring[GS_IP_ADDR_AND_PORT])
{
gt2AddressToString(theIp, thePort, addrstring);
}
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