//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _DNET_H_ #define _DNET_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _EVENT_H_ #include "platform/event.h" #endif class BitStream; class ResizeBitStream; /// The base class for Torque's networking protocol. /// /// This implements a sliding window connected message stream over an unreliable transport (UDP). It /// provides a simple notify protocol to allow subclasses to be aware of what packets were sent /// succesfully and which failed. /// /// Basically, a window size of 32 is provided, and each packet contains in the header a bitmask, /// acknowledging the receipt (or failure to receive) of the last 32 packets. /// /// @see NetConnection, @ref NetProtocol class ConnectionProtocol { protected: U32 mLastSeqRecvdAtSend[32]; U32 mLastSeqRecvd; U32 mHighestAckedSeq; U32 mLastSendSeq; U32 mAckMask; U32 mConnectSequence; U32 mLastRecvAckAck; bool mConnectionEstablished; public: ConnectionProtocol(); void buildSendPacketHeader(BitStream *bstream, S32 packetType = 0); void sendPingPacket(); void sendAckPacket(); void setConnectionEstablished() { mConnectionEstablished = true; } bool windowFull(); bool connectionEstablished(); void setConnectSequence(U32 connectSeq) { mConnectSequence = connectSeq; } virtual void writeDemoStartBlock(ResizeBitStream *stream); virtual bool readDemoStartBlock(BitStream *stream); virtual void processRawPacket(BitStream *bstream); virtual Net::Error sendPacket(BitStream *bstream) = 0; virtual void keepAlive() = 0; virtual void handleConnectionEstablished() = 0; virtual void handleNotify(bool recvd) = 0; virtual void handlePacket(BitStream *bstream) = 0; }; #endif