SA-MP/raknet/ReliabilityLayer.h
2024-08-19 22:23:09 +08:00

375 lines
16 KiB
C++

/// \file
/// \brief \b [Internal] Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence.
///
/// 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 __RELIABILITY_LAYER_H
#define __RELIABILITY_LAYER_H
// SAMPSRV
#define TEA_ENCRYPTOR
#include "SocketLayer.h"
#include "MTUSize.h"
#include "DS_LinkedList.h"
#include "DS_List.h"
#include "PacketPriority.h"
#include "DS_Queue.h"
#include "BitStream.h"
#include "InternalPacket.h"
#include "InternalPacketPool.h"
#ifdef TEA_ENCRYPTOR
#include "TEABlockEncryptor.h"
#else
#include "DataBlockEncryptor.h"
#endif
#include "RakNetStatistics.h"
#include "SHA1.h"
#include "DS_OrderedList.h"
#include "DS_RangeList.h"
#include "DS_BPlusTree.h"
class PluginInterface;
/// Sizeof an UDP header in byte
#define UDP_HEADER_SIZE 28
/// Number of ordered streams available. You can use up to 32 ordered streams
#define NUMBER_OF_ORDERED_STREAMS 32 // 2^5
#define RESEND_TREE_ORDER 32
#include "BitStream.h"
int SplitPacketIndexComp( SplitPacketIndexType const &key, InternalPacket* const &data );
struct SplitPacketChannel
{
RakNetTimeNS lastUpdateTime;
DataStructures::OrderedList<SplitPacketIndexType, InternalPacket*, SplitPacketIndexComp> splitPacketList;
};
int RAK_DLL_EXPORT SplitPacketChannelComp( SplitPacketIdType const &key, SplitPacketChannel* const &data );
/// Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence.
class ReliabilityLayer
{
public:
/// Constructor
ReliabilityLayer();
/// Destructor
~ReliabilityLayer();
/// Resets the layer for reuse
void Reset( bool resetVariables );
///Sets the encryption key. Doing so will activate secure connections
/// \param[in] key Byte stream for the encryption key
void SetEncryptionKey( const unsigned char *key );
/// Depreciated, from IO Completion ports
/// \param[in] s The socket
void SetSocket( SOCKET s );
/// Returns what was passed to SetSocket
/// \return The socket
SOCKET GetSocket( void );
/// Set the time, in MS, to use before considering ourselves disconnected after not being able to deliver a reliable packet
/// Default time is 10,000 or 10 seconds in release and 30,000 or 30 seconds in debug.
/// \param[in] time Time, in MS
void SetTimeoutTime( RakNetTime time );
/// Returns the value passed to SetTimeoutTime. or the default if it was never called
/// \param[out] the value passed to SetTimeoutTime
RakNetTime GetTimeoutTime(void);
/// Packets are read directly from the socket layer and skip the reliability layer because unconnected players do not use the reliability layer
/// This function takes packet data after a player has been confirmed as connected.
/// \param[in] buffer The socket data
/// \param[in] length The length of the socket data
/// \param[in] playerId The player that this data is from
/// \param[in] messageHandlerList A list of registered plugins
/// \param[in] MTUSize maximum datagram size
/// \retval true Success
/// \retval false Modified packet
bool HandleSocketReceiveFromConnectedPlayer( const char *buffer, int length, PlayerID playerId, DataStructures::List<PluginInterface*> &messageHandlerList, int MTUSize );
/// This allocates bytes and writes a user-level message to those bytes.
/// \param[out] data The message
/// \return Returns number of BITS put into the buffer
int Receive( unsigned char**data );
/// Puts data on the send queue
/// \param[in] data The data to send
/// \param[in] numberOfBitsToSend The length of \a data in bits
/// \param[in] priority The priority level for the send
/// \param[in] reliability The reliability type for the send
/// \param[in] orderingChannel 0 to 31. Specifies what channel to use, for relational ordering and sequencing of packets.
/// \param[in] makeDataCopy If true \a data will be copied. Otherwise, only a pointer will be stored.
/// \param[in] MTUSize maximum datagram size
/// \param[in] currentTime Current time, as per RakNet::GetTime()
/// \return True or false for success or failure.
bool Send( char *data, int numberOfBitsToSend, PacketPriority priority, PacketReliability reliability, unsigned char orderingChannel, bool makeDataCopy, int MTUSize, RakNetTimeNS currentTime );
/// Call once per game cycle. Handles internal lists and actually does the send.
/// \param[in] s the communication end point
/// \param[in] playerId The Unique Player Identifier who shouldhave sent some packets
/// \param[in] MTUSize maximum datagram size
/// \param[in] time current system time
/// \param[in] messageHandlerList A list of registered plugins
void Update( SOCKET s, PlayerID playerId, int MTUSize, RakNetTimeNS time, DataStructures::List<PluginInterface*> &messageHandlerList );
/// If Read returns -1 and this returns true then a modified packetwas detected
/// \return true when a modified packet is detected
bool IsCheater( void ) const;
/// Were you ever unable to deliver a packet despite retries?
/// \return true means the connection has been lost. Otherwise not.
bool IsDeadConnection( void ) const;
/// Causes IsDeadConnection to return true
void KillConnection(void);
/// Sets the ping, which is used by the reliability layer to determine how long to wait for resends. Mostly for flow control.
/// \param[in] The ping time.
void SetPing( RakNetTime i );
/// Get Statistics
/// \return A pointer to a static struct, filled out with current statistical information.
RakNetStatisticsStruct * const GetStatistics( void );
///Are we waiting for any data to be sent out or be processed by the player?
bool IsDataWaiting(void);
bool AreAcksWaiting(void);
// Set outgoing lag and packet loss properties
void ApplyNetworkSimulator( double _maxSendBPS, RakNetTime _minExtraPing, RakNetTime _extraPingVariance );
/// Returns if you previously called ApplyNetworkSimulator
/// \return If you previously called ApplyNetworkSimulator
bool IsNetworkSimulatorActive( void );
void SetSplitMessageProgressInterval(int interval);
void SetUnreliableTimeout(RakNetTime timeoutMS);
private:
/// Generates a datagram (coalesced packets)
/// \param[out] output The resulting BitStream
/// \param[in] Current MTU size
/// \param[out] reliableDataSent Set to true or false as a return value as to if reliable data was sent.
/// \param[in] time Current time
/// \param[in] playerId Who we are sending to
/// \param[in] messageHandlerList A list of registered plugins
/// \return The number of messages sent
unsigned GenerateDatagram( RakNet::BitStream *output, int MTUSize, bool *reliableDataSent, RakNetTimeNS time, PlayerID playerId, DataStructures::List<PluginInterface*> &messageHandlerList );
/// Send the contents of a bitstream to the socket
/// \param[in] s The socket used for sending data
/// \param[in] playerId The address and port to send to
/// \param[in] bitStream The data to send.
void SendBitStream( SOCKET s, PlayerID playerId, RakNet::BitStream *bitStream );
///Parse an internalPacket and create a bitstream to represent this dataReturns number of bits used
int WriteToBitStreamFromInternalPacket( RakNet::BitStream *bitStream, const InternalPacket *const internalPacket );
/// Parse a bitstream and create an internal packet to represent this data
InternalPacket* CreateInternalPacketFromBitStream( RakNet::BitStream *bitStream, RakNetTimeNS time );
/// Does what the function name says
unsigned RemovePacketFromResendListAndDeleteOlderReliableSequenced( const MessageNumberType messageNumber, RakNetTimeNS time );
/// Acknowledge receipt of the packet with the specified messageNumber
void SendAcknowledgementPacket( const MessageNumberType messageNumber, RakNetTimeNS time );
/// This will return true if we should not send at this time
bool IsSendThrottled( int MTUSize );
/// We lost a packet
void UpdateWindowFromPacketloss( RakNetTimeNS time );
/// Increase the window size
void UpdateWindowFromAck( RakNetTimeNS time );
/// Parse an internalPacket and figure out how many header bits would be written. Returns that number
int GetBitStreamHeaderLength( const InternalPacket *const internalPacket );
/// Get the SHA1 code
void GetSHA1( unsigned char * const buffer, unsigned int nbytes, char code[ SHA1_LENGTH ] );
/// Check the SHA1 code
bool CheckSHA1( char code[ SHA1_LENGTH ], unsigned char * const buffer, unsigned int nbytes );
/// Search the specified list for sequenced packets on the specified ordering channel, optionally skipping those with splitPacketId, and delete them
void DeleteSequencedPacketsInList( unsigned char orderingChannel, DataStructures::List<InternalPacket*>&theList, int splitPacketId = -1 );
/// Search the specified list for sequenced packets with a value less than orderingIndex and delete them
void DeleteSequencedPacketsInList( unsigned char orderingChannel, DataStructures::Queue<InternalPacket*>&theList );
/// Returns true if newPacketOrderingIndex is older than the waitingForPacketOrderingIndex
bool IsOlderOrderedPacket( OrderingIndexType newPacketOrderingIndex, OrderingIndexType waitingForPacketOrderingIndex );
/// Split the passed packet into chunks under MTU_SIZE bytes (including headers) and save those new chunks
void SplitPacket( InternalPacket *internalPacket, int MTUSize );
/// Insert a packet into the split packet list
void InsertIntoSplitPacketList( InternalPacket * internalPacket, RakNetTimeNS time );
/// Take all split chunks with the specified splitPacketId and try to reconstruct a packet. If we can, allocate and return it. Otherwise return 0
InternalPacket * BuildPacketFromSplitPacketList( SplitPacketIdType splitPacketId, RakNetTimeNS time );
/// Delete any unreliable split packets that have long since expired
void DeleteOldUnreliableSplitPackets( RakNetTimeNS time );
/// Creates a copy of the specified internal packet with data copied from the original starting at dataByteOffset for dataByteLength bytes.
/// Does not copy any split data parameters as that information is always generated does not have any reason to be copied
InternalPacket * CreateInternalPacketCopy( InternalPacket *original, int dataByteOffset, int dataByteLength, RakNetTimeNS time );
/// Get the specified ordering list
DataStructures::LinkedList<InternalPacket*> *GetOrderingListAtOrderingStream( unsigned char orderingChannel );
/// Add the internal packet to the ordering list in order based on order index
void AddToOrderingList( InternalPacket * internalPacket );
/// Inserts a packet into the resend list in order
void InsertPacketIntoResendList( InternalPacket *internalPacket, RakNetTimeNS time, bool makeCopyOfInternalPacket, bool firstResend );
/// Memory handling
void FreeMemory( bool freeAllImmediately );
/// Memory handling
void FreeThreadedMemory( void );
/// Memory handling
void FreeThreadSafeMemory( void );
// Initialize the variables
void InitializeVariables( void );
/// Given the current time, is this time so old that we should consider it a timeout?
bool IsExpiredTime(unsigned int input, RakNetTimeNS currentTime) const;
// Make it so we don't do resends within a minimum threshold of time
void UpdateNextActionTime(void);
/// Does this packet number represent a packet that was skipped (out of order?)
//unsigned int IsReceivedPacketHole(unsigned int input, RakNetTime currentTime) const;
/// Skip an element in the received packets list
//unsigned int MakeReceivedPacketHole(unsigned int input) const;
/// How many elements are waiting to be resent?
unsigned int GetResendListDataSize(void) const;
/// Update all memory which is not threadsafe
void UpdateThreadedMemory(void);
void CalculateHistogramAckSize(void);
DataStructures::List<DataStructures::LinkedList<InternalPacket*>*> orderingList;
DataStructures::Queue<InternalPacket*> outputQueue;
DataStructures::RangeList<MessageNumberType> acknowlegements;
RakNetTimeNS nextAckTime;
int splitMessageProgressInterval;
RakNetTimeNS unreliableTimeout;
DataStructures::BPlusTree<MessageNumberType, InternalPacket*, RESEND_TREE_ORDER> resendList;
DataStructures::Queue<InternalPacket*> resendQueue;
DataStructures::Queue<InternalPacket*> sendPacketSet[ NUMBER_OF_PRIORITIES ];
DataStructures::OrderedList<SplitPacketIdType, SplitPacketChannel*, SplitPacketChannelComp> splitPacketChannelList;
MessageNumberType messageNumber;
//unsigned int windowSize;
RakNetTimeNS lastAckTime;
RakNet::BitStream updateBitStream;
OrderingIndexType waitingForOrderedPacketWriteIndex[ NUMBER_OF_ORDERED_STREAMS ], waitingForSequencedPacketWriteIndex[ NUMBER_OF_ORDERED_STREAMS ];
// Used for flow control (changed to regular TCP sliding window)
// unsigned int maximumWindowSize, bytesSentSinceAck;
// unsigned int outputWindowFullTime; // under linux if this last variable is on the line above it the delete operator crashes deleting this class!
// STUFF TO NOT MUTEX HERE (called from non-conflicting threads, or value is not important)
OrderingIndexType waitingForOrderedPacketReadIndex[ NUMBER_OF_ORDERED_STREAMS ], waitingForSequencedPacketReadIndex[ NUMBER_OF_ORDERED_STREAMS ];
bool deadConnection, cheater;
// unsigned int lastPacketSendTime,retransmittedFrames, sentPackets, sentFrames, receivedPacketsCount, bytesSent, bytesReceived,lastPacketReceivedTime;
RakNetTime ping;
SplitPacketIdType splitPacketId;
RakNetTime timeoutTime; // How long to wait in MS before timing someone out
//int MAX_AVERAGE_PACKETS_PER_SECOND; // Name says it all
// int RECEIVED_PACKET_LOG_LENGTH, requestedReceivedPacketLogLength; // How big the receivedPackets array is
// unsigned int *receivedPackets;
unsigned int blockWindowIncreaseUntilTime;
RakNetStatisticsStruct statistics;
/// Memory-efficient receivedPackets algorithm:
/// receivedPacketsBaseIndex is the packet number we are expecting
/// Everything under receivedPacketsBaseIndex is a packet we already got
/// Everything over receivedPacketsBaseIndex is stored in hasReceivedPacketQueue
/// It stores the time to stop waiting for a particular packet number, where the packet number is receivedPacketsBaseIndex + the index into the queue
/// If 0, we got got that packet. Otherwise, the time to give up waiting for that packet.
/// If we get a packet number where (receivedPacketsBaseIndex-packetNumber) is less than half the range of receivedPacketsBaseIndex then it is a duplicate
/// Otherwise, it is a duplicate packet (and ignore it).
DataStructures::Queue<RakNetTimeNS> hasReceivedPacketQueue;
MessageNumberType receivedPacketsBaseIndex;
bool resetReceivedPackets;
RakNetTimeNS lastUpdateTime;
RakNetTimeNS histogramEndTime, histogramStartTime;
unsigned histogramReceiveMarker;
int noPacketlossIncreaseCount;
unsigned histogramPlossCount, histogramAckCount;
double lowBandwidth, highBandwidth, currentBandwidth; // In bits per second
double availableBandwidth;
bool continuousSend;
#ifdef TEA_ENCRYPTOR
TEABlockEncryptor encryptor;
#else
DataBlockEncryptor encryptor;
#endif
unsigned sendPacketCount, receivePacketCount;
RakNetTimeNS ackTimeIncrement;
#ifdef __USE_IO_COMPLETION_PORTS
///\note Windows Port only
SOCKET readWriteSocket;
#endif
///This variable is so that free memory can be called by only the update thread so we don't have to mutex things so much
bool freeThreadedMemoryOnNextUpdate;
#ifndef _RELEASE
struct DataAndTime
{
char data[ MAXIMUM_MTU_SIZE ];
int length;
RakNetTimeNS sendTime;
};
DataStructures::List<DataAndTime*> delayList;
// Internet simulator
double maxSendBPS;
RakNetTime minExtraPing, extraPingVariance;
#endif
// This has to be a member because it's not threadsafe when I removed the mutexes
InternalPacketPool internalPacketPool;
};
#endif