SA-MP/raknet/multiplayer.h

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/// \file
/// \brief \b [Depreciated] Maps packet IDs to functions. I use this in the samples, but you shouldn't use it yourself.
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.rakkarsoft.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to 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 __MULTIPLAYER_H
#define __MULTIPLAYER_H
struct Packet;
#define _DO_PRINTF
#include "Export.h"
// #pragma deprecated(Multiplayer)
/// \brief Maps packet IDs to functions
///
/// \depreciated This will eventually be replaced with the plugin-system.
/// \sa PacketEnumerations.h
template <class InterfaceType>
class RAK_DLL_EXPORT Multiplayer
{
public:
/// Default Constructor
Multiplayer();
/// Destructor
virtual ~Multiplayer();
/// Call every update cycle to read packets from RakNet and parse them down to the appropriate function.
virtual void ProcessPackets( InterfaceType *interfaceType );
protected:
virtual void ReceiveRemoteDisconnectionNotification( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveRemoteConnectionLost( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveRemoteNewIncomingConnection( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveRemoteExistingConnection( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveRemoteStaticData( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveConnectionBanned( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveConnectionRequestAccepted( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveNewIncomingConnection( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveConnectionAttemptFailed( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveConnectionResumption( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveNoFreeIncomingConnections( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveDisconnectionNotification( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveConnectionLost( Packet *packet, InterfaceType *interfaceType );
virtual void ReceivedStaticData( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveInvalidPassword( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveModifiedPacket( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveVoicePacket( Packet *packet, InterfaceType *interfaceType );
virtual void ReceivePong( Packet *packet, InterfaceType *interfaceType );
virtual void ReceiveAdvertisedSystem( Packet *packet, InterfaceType *interfaceType );
virtual void ProcessUnhandledPacket( Packet *packet, unsigned char packetIdentifier, InterfaceType *interfaceType );
// static unsigned char GetPacketIdentifier( Packet *packet );
private:
};
// If you don't want to use distributed network objects, delete this include
//#include "DistributedNetworkObjectManager.h"
#include "PacketEnumerations.h"
#include "NetworkTypes.h"
#include <assert.h>
#include <stdio.h>
#include "GetTime.h"
#ifdef _DO_PRINTF
#include <memory.h>
#endif
template <class InterfaceType>
Multiplayer<InterfaceType>::Multiplayer()
{
}
template <class InterfaceType>
Multiplayer<InterfaceType>::~Multiplayer()
{}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ProcessPackets( InterfaceType *interfaceType )
{
Packet * p;
unsigned char packetIdentifier;
p = interfaceType->Receive();
while ( p )
{
if ( ( unsigned char ) p->data[ 0 ] == ID_TIMESTAMP )
{
if ( p->length > sizeof( unsigned char ) + sizeof( unsigned int ) )
packetIdentifier = ( unsigned char ) p->data[ sizeof( unsigned char ) + sizeof( unsigned int ) ];
else
break;
}
else
packetIdentifier = ( unsigned char ) p->data[ 0 ];
// Check if this is a native packet
switch ( packetIdentifier )
{
case ID_REMOTE_DISCONNECTION_NOTIFICATION:
ReceiveRemoteDisconnectionNotification( p, interfaceType );
break;
case ID_REMOTE_CONNECTION_LOST:
ReceiveRemoteConnectionLost( p, interfaceType );
break;
case ID_REMOTE_NEW_INCOMING_CONNECTION:
ReceiveRemoteNewIncomingConnection( p, interfaceType );
break;
case ID_REMOTE_EXISTING_CONNECTION:
ReceiveRemoteExistingConnection( p, interfaceType );
break;
case ID_REMOTE_STATIC_DATA:
ReceiveRemoteStaticData( p, interfaceType );
break;
case ID_CONNECTION_BANNED:
ReceiveConnectionBanned( p, interfaceType );
break;
case ID_CONNECTION_REQUEST_ACCEPTED:
ReceiveConnectionRequestAccepted( p, interfaceType );
break;
case ID_NEW_INCOMING_CONNECTION:
ReceiveNewIncomingConnection( p, interfaceType );
break;
case ID_CONNECTION_ATTEMPT_FAILED:
ReceiveConnectionAttemptFailed( p, interfaceType );
break;
case ID_NO_FREE_INCOMING_CONNECTIONS:
ReceiveNoFreeIncomingConnections( p, interfaceType );
break;
case ID_DISCONNECTION_NOTIFICATION:
ReceiveDisconnectionNotification( p, interfaceType );
break;
case ID_CONNECTION_LOST:
ReceiveConnectionLost( p, interfaceType );
break;
case ID_RECEIVED_STATIC_DATA:
ReceivedStaticData( p, interfaceType );
break;
case ID_INVALID_PASSWORD:
ReceiveInvalidPassword( p, interfaceType );
break;
case ID_MODIFIED_PACKET:
ReceiveModifiedPacket( p, interfaceType );
break;
case ID_PONG:
ReceivePong( p, interfaceType );
break;
case ID_ADVERTISE_SYSTEM:
ReceiveAdvertisedSystem( p, interfaceType );
break;
default:
// If not a native packet send it to ProcessUnhandledPacket which should have been written by the user
ProcessUnhandledPacket( p, packetIdentifier, interfaceType );
break;
}
interfaceType->DeallocatePacket( p );
p = interfaceType->Receive();
}
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ProcessUnhandledPacket( Packet *p, unsigned char packetIdentifier, InterfaceType *interfaceType )
{
// This class should have been overrided to handle user defined packets
#ifdef _DO_PRINTF
// Uncomment this to show output as integers
/* int i;
static unsigned messageNumber=0;
// Raw output (nonstring)
printf("Multiplayer::ProcessUnhandledPacket (%i) (%i): ", messageNumber++, p->length);
for (i=0; i < p->length; i++)
printf("%i ",p->data[i]);
printf("\n");
*/
// Uncomment this to show output as a string
// Raw output (string)
printf( "(%i) %s\n", p->data[0], p->data );
#endif
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveRemoteDisconnectionNotification( Packet *packet, InterfaceType *interfaceType )
{
// Another system has disconnected. Client only.
#ifdef _DO_PRINTF
printf( "ID_REMOTE_DISCONNECTION_NOTIFICATION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_DISCONNECTION_NOTIFICATION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveRemoteConnectionLost( Packet *packet, InterfaceType *interfaceType )
{
// Another system has been dropped by the server. Client only.
#ifdef _DO_PRINTF
printf( "ID_REMOTE_CONNECTION_LOST from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_CONNECTION_LOST,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveRemoteNewIncomingConnection( Packet *packet, InterfaceType *interfaceType )
{
// Another system has connected. Client only.
#ifdef _DO_PRINTF
printf( "ID_REMOTE_NEW_INCOMING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_NEW_INCOMING_CONNECTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveRemoteExistingConnection( Packet *packet, InterfaceType *interfaceType )
{
// We just connected to the server and are getting a list of players already connected
// Note due to thread timing you might get both this and ID_REMOTE_NEW_INCOMING_CONNECTION when first connecting.
// Client only.
#ifdef _DO_PRINTF
printf( "ID_REMOTE_EXISTING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveRemoteStaticData( Packet *packet, InterfaceType *interfaceType )
{
// A client got the remote static data for another system
// Client only.
#ifdef _DO_PRINTF
printf( "ID_REMOTE_STATIC_DATA from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveConnectionBanned( Packet *packet, InterfaceType *interfaceType )
{
// We are banned from connecting to the system specified in packet->playerId
// Peer or client
#ifdef _DO_PRINTF
printf( "ID_CONNECTION_BANNED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_REMOTE_EXISTING_CONNECTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveConnectionRequestAccepted( Packet *packet, InterfaceType *interfaceType )
{
// Our request to connect to another system has been accepted. Client only.
#ifdef _DO_PRINTF
printf( "ID_CONNECTION_REQUEST_ACCEPTED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_CONNECTION_REQUEST_ACCEPTED,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveNewIncomingConnection( Packet *packet, InterfaceType *interfaceType )
{
// Another system has requested to connect to us, which we have accepted. Server or peer only.
#ifdef _DO_PRINTF
printf( "ID_NEW_INCOMING_CONNECTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_NEW_INCOMING_CONNECTION,interfaceType);
// This will send all existing distributed objects to the new player
#ifdef __DISTRIBUTED_NETWORK_OBJECT_MANAGER_H
DistributedNetworkObjectManager::Instance() ->SendAllDistributedObjects( packet->playerId );
#endif
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveConnectionAttemptFailed( Packet *packet, InterfaceType *interfaceType )
{
// Another system has requested to connect to us, which we have accepted. Server or peer only.
#ifdef _DO_PRINTF
printf( "ID_CONNECTION_ATTEMPT_FAILED from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_NEW_INCOMING_CONNECTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveConnectionResumption( Packet *packet, InterfaceType *interfaceType )
{
// Someone who was already connected to us connected again. Server or peer only.
#ifdef _DO_PRINTF
printf( "ID_CONNECTION_RESUMPTION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_CONNECTION_RESUMPTION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveNoFreeIncomingConnections( Packet *packet, InterfaceType *interfaceType )
{
// The system we connected to has no free slots to connect to
// Set free slots by calling SetMaximumIncomingConnections
// Client or peer only.
#ifdef _DO_PRINTF
printf( "ID_NO_FREE_INCOMING_CONNECTIONS from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_NO_FREE_INCOMING_CONNECTIONS,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveDisconnectionNotification( Packet *packet, InterfaceType *interfaceType )
{
// A remote system terminated the connection. packet->playerId specifies which remote system
#ifdef _DO_PRINTF
printf( "ID_DISCONNECTION_NOTIFICATION from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_DISCONNECTION_NOTIFICATION,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveConnectionLost( Packet *packet, InterfaceType *interfaceType )
{
// The network cannot send reliable packets so has terminated the connection. packet->playerId specifies which remote system
#ifdef _DO_PRINTF
printf( "ID_CONNECTION_LOST from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_CONNECTION_LOST,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceivedStaticData( Packet *packet, InterfaceType *interfaceType )
{
// Another system has just sent their static data to us (which we recorded automatically)
#ifdef _DO_PRINTF
printf( "ID_RECEIVED_STATIC_DATA from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_RECEIVED_STATIC_DATA,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveInvalidPassword( Packet *packet, InterfaceType *interfaceType )
{
// Our connection to another system was refused because the passwords do not match
#ifdef _DO_PRINTF
printf( "ID_INVALID_PASSWORD from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_INVALID_PASSWORD,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveModifiedPacket( Packet *packet, InterfaceType *interfaceType )
{
// The network layer has detected packet tampering
// This does NOT automatically close the connection
#ifdef _DO_PRINTF
printf( "ID_MODIFIED_PACKET from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_MODIFIED_PACKET,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveVoicePacket( Packet *packet, InterfaceType *interfaceType )
{
// We got a voice packet
#ifdef _DO_PRINTF
printf( "ID_VOICE_PACKET from PlayerID:%u:%u on %p.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// ProcessUnhandledPacket(packet, ID_VOICE_PACKET,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceivePong( Packet *packet, InterfaceType *interfaceType )
{
// Peer or client. Response from a ping for an unconnected system.
#ifdef _DO_PRINTF
RakNetTime time, dataLength;
memcpy( ( char* ) & time, packet->data + sizeof( unsigned char ), sizeof( unsigned int ) );
dataLength = packet->length - sizeof( unsigned char ) - sizeof( unsigned int );
printf( "ID_PONG from PlayerID:%u:%u on %p.\nPing is %i\nData is %i bytes long.\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType, time, dataLength );
if ( dataLength > 0 )
printf( "Data is %s\n", packet->data + sizeof( unsigned char ) + sizeof( unsigned int ) );
#endif
// ProcessUnhandledPacket(packet, ID_PONG,interfaceType);
}
template <class InterfaceType>
void Multiplayer<InterfaceType>::ReceiveAdvertisedSystem( Packet *packet, InterfaceType *interfaceType )
{
// Got a packet from another RakNet system indicating that it exists.
// Currently this is used for the master server for the server to indicate its external
// IP to a client as well as open the NAT
#ifdef _DO_PRINTF
printf( "ID_ADVERTISED_SYSTEM from PlayerID:%u:%u on %p.\nIf you are running a client connecting to a server behind a NAT, you should\ncall Disconnect and connect to the to the IP specified by packet->playerId instead\n", packet->playerId.binaryAddress, packet->playerId.port, interfaceType );
#endif
// When you get this packet, you should disconnect if you are not already connected. Then connect
// To the IP / port given by packet->playerID. You can translate a PlayerID to an IP with PlayerIDToDottedIP
}
#endif