source: Daodan/MSVC/Flatline.h@ 567

Last change on this file since 567 was 567, checked in by gumby, 15 years ago

Daodan MSVC

File size: 5.1 KB
Line 
1#pragma once
2#ifndef FLATLINE_H
3#define FLATLINE_H
4
5#include <stdlib.h>
6#include <stdio.h>
7#include <time.h>
8//#define DDrStartupMessage printf
9
10#include <string.h>
11#include "bool.h"
12////#include <stdint.h>
13
14#define thread __thread
15
16#ifdef WIN32
17#include <winsock2.h>
18#include "Flatline_Win32.h"
19#else
20#include <sys/ioctl.h>
21#include <sys/types.h>
22#include <sys/socket.h>
23#include <unistd.h>
24#include <stropts.h>
25#include <arpa/inet.h>
26#include <netinet/in.h>
27
28#define NetPlatform_Initalize() /* */
29#define NetPlatform_Shutdown() /* */
30#define closesocket close
31#define ioctlsocket ioctl
32#endif
33
34#include "Daodan.h"
35#include "BFW_Utility.h"
36#include "Daodan_Console.h"
37#include "Oni_Character.h"
38
39
40#define pad1_size (sizeof(int64_t) - sizeof(short))
41#define pad2_size (128 - (sizeof(short) + pad1_size + sizeof(int64_t)))
42
43#define breakpoint asm("int3")
44
45typedef struct {
46 short ss_family;
47 char pad1[pad1_size];
48 uint64_t pad64;
49 char pad2[pad2_size];
50} sockaddr_storage;
51
52typedef struct sockaddr sockaddr;
53typedef struct sockaddr_in sockaddr_in;
54typedef sockaddr_storage sockaddr_in6;
55
56bool NetUDPServer_Listen(uint16_t port, bool (*packet_callback)(char* data, int datalen, int from));
57bool NetUDPServer_Send(sockaddr* address, char* data, int datalen);
58
59int NetUDPSocket_Create(uint16_t port);
60int NetUDPSocket_Send(int socket, const sockaddr* address, const char* data, int datalen);
61void NetUDPSocket_Close(int sock);
62bool NetUDPSocket_Recieve(int socket, sockaddr_storage* address, char* data, uint16_t* datalen);
63
64DWORD WINAPI StartServer(void* lol);
65DWORD WINAPI StartClient(void* lol);
66
67//oh snap, I just realized this is rossy's version of flatline_packet. :|
68typedef struct {
69 char signature[8];
70 uint16_t protocol_version;
71 char data[0]; //data[0] doesn't work well with simple casts, btw. If you allocate enough space for a handshake_packet
72} handshake_packet; //there won't be enough room for data. You would have to manually manage the memory (ew)
73
74//initial connection
75typedef struct {
76 char country[2];
77 char name[256];
78} connect_send; //signature="CONNECT\0"
79
80//reply to connection.
81//goodtogo is if it is going to let you in
82//message is optional, only used for denial message
83typedef struct {
84 bool goodtogo;
85 int player_slot;
86 char message[256];
87} connect_reply;
88
89//um, status of the server? :/
90typedef struct {
91 char name[256];
92 uint32_t numplayers; //signature="STATUS\0\0"
93} server_status;
94
95typedef struct {
96 uint16_t Playernumber;
97 CharacterObject Character;
98} new_player;
99
100extern int update_rate;
101
102typedef struct {
103 float MouseDeltaX;
104 float MouseDeltaY;
105 uint32_t Actions1;
106 uint32_t Actions2;
107} input_struct;
108
109//TODO:
110//Varient
111//Figure out + fix overlays
112//AC->HeadFacing
113//AC->HeadPitch
114typedef struct {
115 uint16_t PlayerNum;
116 Vector3 Position;
117 Vector3 LastPosition;
118 Vector3 Location;
119 float Facing;
120 float DesiredFacing;
121 float CosmeticFacing;
122 uint32_t Health;
123 uint32_t MaxHealth;
124 input_struct Inputs;
125#if 0
126 uint16_t Frame;
127 char Animation[32];
128 uint16_t AnimationToState;
129 uint16_t AnimationFromState;
130 uint16_t AnimationType;
131 uint16_t NextAnimationType;
132 uint16_t AnimationType2;
133 __int16 InterpolationCurrentFrame;
134 __int16 InterpolationFromState;
135 __int16 InterpolationLength;
136 Quaternion InterpolationStartRotations[19];
137 Vector3 StitchVelocity;
138 int StitchHeight;
139 char Stitch;
140 Quaternion BoneMatrices[19];
141 int Overlay;
142 Quaternion OverlayRotations[19];
143#endif
144} player_data;
145
146//used for storing data about each player
147typedef struct {
148 int FLATLINE;
149 char id;
150 int packet_index;
151 union payload
152 {
153 char data[1080];
154 connect_reply connect_reply;
155 connect_send connect_send;
156 input_struct input_struct;
157 new_player new_player;
158 server_status server_status;
159 player_data player_data;
160 };
161} flatline_packet;
162#define FLATLINE_HEADER sizeof(flatline_packet)-sizeof(char)*1080
163//#define FLATLINE_PACKET_SIZE sizeof(flatline_packet)
164
165
166bool FLrServer_PacketCallback(char* data, int datalen, int from);
167bool FLrServer_Run();
168bool FLrClient_Run(flatline_packet* packet);
169extern int sock;
170
171enum {
172 CONNECT_SEND,
173 CONNECT_REPLY,
174 STATUS,
175 MESSAGE,
176 CHANGE_NAME,
177 ECHO,
178 NEW_PLAYER,
179 PLAYER_INPUT,
180 PLAYER_DATA,
181};
182
183
184typedef struct {
185 int ip;
186 char name[32];
187 char country[2];
188 Character* Chr;
189 uint16_t spawnnumber;
190 uint16_t list_slot;
191 uint32_t Actions1;
192 uint32_t Actions2;
193 float MouseDeltaX;
194 float MouseDeltaY;
195} player_info;
196
197player_info * FLr_FindEmptySlot();
198uint16_t FLr_FindEmptyListSlot();
199void * ONICALL FLrInput_Update_Keys(void);
200
201void NetCatchError();
202#define MAX_PLAYERS 128
203#define CONNECTION_TIMEOUT 15
204#define MAX_CONNECTIONS 32
205#define NetTCPSocket_Send NetUDPSocket_Send
206#define NetTCPServer_Send NetUDPServer_Send
207extern int client_sock;
208//these two could probably be combined
209extern sockaddr_in client_address;
210extern sockaddr_in address;
211extern player_info Players[];
212extern player_info * PlayerList[];
213int UDPServer_SendToAll(void* packet, int size);
214extern bool client_connected;
215extern bool server_started;
216extern char player_name[];
217
218#endif
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