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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _BASE_NET_PROTOCOL_H
#define _BASE_NET_PROTOCOL_H
#include <cinttypes>
#include <cstdlib>
#include <memory>
#include <vector>
#include <string>
#include "Game/GameVersion.h"
#if (!defined(DEDICATED) && !defined(UNITSYNC) && !defined(BUILDING_AI) && !defined(UNIT_TEST))
#define CLIENT_NETLOG(p, l, m) clientNet->Send(CBaseNetProtocol::Get().SendLogMsg((p), (l), (m)))
#else
#define CLIENT_NETLOG(p, l, m)
#endif
namespace netcode
{
class RawPacket;
}
struct PlayerStatistics;
struct TeamStatistics;
static const uint16_t NETWORK_VERSION = atoi(SpringVersion::GetMajor().c_str());
/*
* Comment behind NETMSG enumeration constant gives the extra data belonging to
* the net message.
* An empty comment means no extra data (message is only 1 byte).
* Messages either consist of:
* 1. uint8_t command; (NETMSG_* constant) and the specified extra data; or
* 2. uint8_t command; uint8_t messageSize; and the specified extra data,
* for messages that contain a trailing std::string in the extra data; or
* 3. uint8_t command; uint16_t messageSize; and the specified extra data,
* for messages that contain a trailing std::vector in the extra data.
* Note that NETMSG_MAPDRAW can behave like 1. or 2. depending on the
* MapDrawAction::NET_* command. messageSize is always the size of the entire
* message in bytes, including 'command' and 'messageSize'.
*/
enum NETMSG {
NETMSG_KEYFRAME = 1, // int32_t framenum
NETMSG_NEWFRAME = 2, //
NETMSG_QUIT = 3, // string reason
NETMSG_STARTPLAYING = 4, // uint32_t countdown
NETMSG_SETPLAYERNUM = 5, // uint8_t myPlayerNum;
NETMSG_PLAYERNAME = 6, // uint8_t myPlayerNum; std::string playerName;
NETMSG_CHAT = 7, // uint8_t from, dest; std::string message;
NETMSG_RANDSEED = 8, // uint32_t randSeed;
NETMSG_GAMEID = 9, // uint8_t gameID[16];
NETMSG_PATH_CHECKSUM = 10, // uint8_t myPlayerNum, uint32_t checksum
NETMSG_COMMAND = 11, // uint8_t myPlayerNum; int32_t id; uint8_t options; std::vector<float> params;
NETMSG_SELECT = 12, // uint8_t myPlayerNum; std::vector<int16_t> selectedUnitIDs;
NETMSG_PAUSE = 13, // uint8_t playerNum, bPaused;
NETMSG_AICOMMAND = 14, // uint8_t myPlayerNum; uint8_t aiID; int16_t unitID; int32_t id; uint8_t options; std::vector<float> params;
NETMSG_AICOMMANDS = 15, // uint8_t myPlayerNum; uint8_t aiID; uint8_t pairwise, uint32_t sameCmdID, uint8_t sameCmdOpt, uint16_t sameCmdParamSize;
// int16_t unitIDCount; unitIDCount * int16_t(unitID)
// int16_t commandCount; commandCount * { int32_t id; uint8_t options; std::vector<float> params }
NETMSG_AISHARE = 16, // uint8_t myPlayerNum, uint8_t aiID, uint8_t sourceTeam, uint8_t destTeam, float metal, float energy, std::vector<int16_t> unitIDs
NETMSG_USER_SPEED = 19, // uint8_t myPlayerNum, float userSpeed;
NETMSG_INTERNAL_SPEED = 20, // float internalSpeed;
NETMSG_CPU_USAGE = 21, // float cpuUsage;
NETMSG_DIRECT_CONTROL = 22, // uint8_t myPlayerNum;
NETMSG_DC_UPDATE = 23, // uint8_t myPlayerNum, status; int16_t heading, pitch;
NETMSG_SHARE = 26, // uint8_t myPlayerNum, shareTeam, bShareUnits; float shareMetal, shareEnergy;
NETMSG_SETSHARE = 27, // uint8_t myPlayerNum, uint8_t myTeam; float metalShareFraction, energyShareFraction;
NETMSG_PLAYERSTAT = 29, // uint8_t myPlayerNum; CPlayer::Statistics currentStats;
NETMSG_GAMEOVER = 30, // uint8_t myPlayerNum; std::vector<uint8_t> winningAllyTeams
NETMSG_MAPDRAW = 31, // uint8_t messageSize = 8, myPlayerNum, command = MapDrawAction::NET_ERASE; int16_t x, z;
// uint8_t messageSize = 12, myPlayerNum, command = MapDrawAction::NET_LINE; int16_t x1, z1, x2, z2;
// /*messageSize*/ uint8_t myPlayerNum, command = MapDrawAction::NET_POINT; int16_t x, z; std::string label;
NETMSG_SYNCRESPONSE = 33, // uint8_t myPlayerNum; int32_t frameNum; uint32_t checksum;
NETMSG_SYSTEMMSG = 35, // uint8_t myPlayerNum, std::string message;
NETMSG_STARTPOS = 36, // uint8_t myPlayerNum, uint8_t myTeam, ready /*0: not ready, 1: ready, 2: don't update readiness*/; float x, y, z;
NETMSG_PLAYERINFO = 38, // uint8_t myPlayerNum; float cpuUsage; int32_t ping /*in milliseconds*/;
NETMSG_PLAYERLEFT = 39, // uint8_t myPlayerNum, bIntended /*0: lost connection, 1: left, 2: forced (kicked) */;
#ifdef SYNCDEBUG
NETMSG_SD_CHKREQUEST = 41,
NETMSG_SD_CHKRESPONSE = 42,
NETMSG_SD_BLKREQUEST = 43,
NETMSG_SD_BLKRESPONSE = 44,
NETMSG_SD_RESET = 45,
#endif // SYNCDEBUG
NETMSG_LOGMSG = 49, // uint8_t myPlayerNum, uint8_t logMsgLvl, std::string strData
NETMSG_LUAMSG = 50, // /* uint16_t messageSize */, uint8_t myPlayerNum, uint16_t script, uint8_t mode, std::vector<uint8_t> rawData
NETMSG_TEAM = 51, // uint8_t myPlayerNum, uint8_t action, uint8_t parameter1
NETMSG_GAMEDATA = 52, // /* uint8_t messageSize */, std::string setupText, std::string script, std::string map, int32_t mapChecksum,
// std::string mod, int32_t modChecksum, int32_t randomSeed (each string ends with \0)
NETMSG_ALLIANCE = 53, // uint8_t myPlayerNum, uint8_t otherAllyTeam, uint8_t allianceState (0 = not allied / 1 = allied)
NETMSG_CCOMMAND = 54, // /* int16_t! messageSize */, int! myPlayerNum, std::string command, std::string extra (each string ends with \0)
NETMSG_TEAMSTAT = 60, // uint8_t teamNum, struct TeamStatistics statistics # used by LadderBot #
NETMSG_CLIENTDATA = 61, // uint16_t messageSize, std::string setupText
NETMSG_ATTEMPTCONNECT = 65, // uint16_t msgsize, uint16_t netversion, string playername, string passwd, string VERSION_STRING_DETAILED
NETMSG_REJECT_CONNECT = 66, // string reason
NETMSG_AI_CREATED = 70, // /* uint8_t messageSize */, uint8_t myPlayerNum, uint8_t whichSkirmishAI, uint8_t team, std::string name (ends with \0)
NETMSG_AI_STATE_CHANGED = 71, // uint8_t myPlayerNum, uint8_t whichSkirmishAI, uint8_t newState
NETMSG_REQUEST_TEAMSTAT = 72, // uint8_t teamNum, uint16_t statFrameNum # used by LadderBot #
NETMSG_CREATE_NEWPLAYER = 75, // uint8_t myPlayerNum, uint8_t spectator, uint8_t teamNum, std::string playerName #used for players not preset in script.txt#
NETMSG_AICOMMAND_TRACKED= 76, // uint8_t myPlayerNum; uint8_t aiID; int16_t unitID; int32_t id; uint8_t options; int32_t aiCommandId, std::vector<float> params;
NETMSG_GAME_FRAME_PROGRESS= 77, // int32_t frameNum # this special packet skips queue & cache entirely, indicates current game progress for clients fast-forwarding to current point the game #
NETMSG_LAST //max types of netmessages, internal only
};
/// sub-action-types of NETMSG_TEAM
enum TEAMMSG {
// TEAMMSG_NAME = number parameter1, ...
TEAMMSG_GIVEAWAY = 1, // team to give stuff to, team to take stuff from (player has to be leader of the team)
TEAMMSG_RESIGN = 2, // not used
TEAMMSG_JOIN_TEAM = 3, // team to join
TEAMMSG_TEAM_DIED = 4, // team which had died special note: this is sent by all players to prevent cheating
//TODO: changing teams (to spectator, from spectator to specific team)
//TODO: in-game allyteams
};
/// sub-action-types of NETMSG_MAPDRAW
enum MapDrawAction {
MAPDRAW_POINT,
MAPDRAW_ERASE,
MAPDRAW_LINE
};
/**
* @brief A factory used to make often-used network messages.
*
* Use this if you want to create a network message. Implemented as a singleton.
*/
class CBaseNetProtocol
{
public:
typedef std::shared_ptr<const netcode::RawPacket> PacketType;
static CBaseNetProtocol& Get();
PacketType SendKeyFrame(int32_t frameNum);
PacketType SendNewFrame();
PacketType SendQuit(const std::string& reason);
/// client can send these to force-start the game
PacketType SendStartPlaying(uint32_t countdown);
PacketType SendSetPlayerNum(uint8_t myPlayerNum);
PacketType SendPlayerName(uint8_t myPlayerNum, const std::string& playerName);
PacketType SendRandSeed(uint32_t randSeed);
PacketType SendGameID(const uint8_t* buf);
PacketType SendPathCheckSum(uint8_t myPlayerNum, uint32_t checksum);
PacketType SendCommand(uint8_t myPlayerNum, int32_t id, uint8_t options, const std::vector<float>& params);
PacketType SendSelect(uint8_t myPlayerNum, const std::vector<int16_t>& selectedUnitIDs);
PacketType SendPause(uint8_t myPlayerNum, uint8_t bPaused);
PacketType SendAICommand(uint8_t myPlayerNum, uint8_t aiID, int16_t unitID, int32_t commandID, int32_t aiCommandID, uint8_t options, const std::vector<float>& params);
PacketType SendAIShare(uint8_t myPlayerNum, uint8_t aiID, uint8_t sourceTeam, uint8_t destTeam, float metal, float energy, const std::vector<int16_t>& unitIDs);
PacketType SendUserSpeed(uint8_t myPlayerNum, float userSpeed);
PacketType SendInternalSpeed(float internalSpeed);
PacketType SendCPUUsage(float cpuUsage);
PacketType SendCustomData(uint8_t myPlayerNum, uint8_t dataType, int32_t dataValue);
PacketType SendLuaDrawTime(uint8_t myPlayerNum, int32_t mSec);
PacketType SendDirectControl(uint8_t myPlayerNum);
PacketType SendDirectControlUpdate(uint8_t myPlayerNum, uint8_t status, int16_t heading, int16_t pitch);
PacketType SendAttemptConnect(const std::string& name, const std::string& passwd, const std::string& version, int32_t netloss, bool reconnect = false);
PacketType SendRejectConnect(const std::string& reason);
PacketType SendShare(uint8_t myPlayerNum, uint8_t shareTeam, uint8_t bShareUnits, float shareMetal, float shareEnergy);
PacketType SendSetShare(uint8_t myPlayerNum, uint8_t myTeam, float metalShareFraction, float energyShareFraction);
PacketType SendGameOver(uint8_t myPlayerNum, const std::vector<uint8_t>& winningAllyTeams);
PacketType SendMapErase(uint8_t myPlayerNum, int16_t x, int16_t z);
PacketType SendMapDrawLine(uint8_t myPlayerNum, int16_t x1, int16_t z1, int16_t x2, int16_t z2, bool);
PacketType SendMapDrawPoint(uint8_t myPlayerNum, int16_t x, int16_t z, const std::string& label, bool);
PacketType SendSyncResponse(uint8_t myPlayerNum, int32_t frameNum, uint32_t checksum);
PacketType SendSystemMessage(uint8_t myPlayerNum, std::string message);
PacketType SendStartPos(uint8_t myPlayerNum, uint8_t teamNum, uint8_t readyState, float x, float y, float z);
PacketType SendPlayerInfo(uint8_t myPlayerNum, float cpuUsage, int32_t ping);
PacketType SendPlayerLeft(uint8_t myPlayerNum, uint8_t bIntended);
PacketType SendLogMsg(uint8_t myPlayerNum, uint8_t logMsgLvl, const std::string& strData);
PacketType SendLuaMsg(uint8_t myPlayerNum, uint16_t script, uint8_t mode, const std::vector<uint8_t>& rawData);
PacketType SendCurrentFrameProgress(int32_t frameNum);
PacketType SendPlayerStat(uint8_t myPlayerNum, const PlayerStatistics& currentStats);
PacketType SendTeamStat(uint8_t teamNum, const TeamStatistics& currentStats);
PacketType SendGiveAwayEverything(uint8_t myPlayerNum, uint8_t giveToTeam);
/**
* Gives everything from one team to another.
* The player issuing this command has to be leader of the takeFromTeam.
*/
PacketType SendGiveAwayEverything(uint8_t myPlayerNum, uint8_t giveToTeam, uint8_t takeFromTeam);
PacketType SendResign(uint8_t myPlayerNum);
PacketType SendJoinTeam(uint8_t myPlayerNum, uint8_t wantedTeamNum);
/**
* This is currently only used to inform the server about its death.
* It may have some problems when desync, because the team may not die
* on every client.
*/
PacketType SendTeamDied(uint8_t myPlayerNum, uint8_t whichTeam);
PacketType SendAICreated(uint8_t myPlayerNum, uint8_t whichSkirmishAI, uint8_t team, const std::string& name);
PacketType SendAIStateChanged(uint8_t myPlayerNum, uint8_t whichSkirmishAI, uint8_t newState);
PacketType SendSetAllied(uint8_t myPlayerNum, uint8_t whichAllyTeam, uint8_t state);
PacketType SendCreateNewPlayer( uint8_t playerNum, bool spectator, uint8_t teamNum, std::string playerName);
PacketType SendClientData(uint8_t playerNum, const std::vector<uint8_t>& data);
#ifdef SYNCDEBUG
PacketType SendSdCheckrequest(int32_t frameNum);
PacketType SendSdCheckresponse(uint8_t myPlayerNum, uint64_t flop, std::vector<uint32_t> checksums);
PacketType SendSdReset();
PacketType SendSdBlockrequest(uint16_t begin, uint16_t length, uint16_t requestSize);
PacketType SendSdBlockresponse(uint8_t myPlayerNum, std::vector<uint32_t> checksums);
#endif
private:
CBaseNetProtocol();
};
#endif // _BASE_NET_PROTOCOL_H
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