#ifndef _H_NETINTERFACE #define _H_NETINTERFACE /// NetInterface class. Manages all valid and pending notify protocol connections. /// /// @see NetConnection, GameConnection, NetObject, NetEvent class NetInterface { public: /// PacketType is encoded as the first byte of each packet. If the LSB of /// the first byte is set (i.e. if the type number is odd), then the packet /// is a data protocol packet, otherwise it's an OOB packet, suitable for /// use in strange protocols, like game querying or connection initialization. enum PacketTypes { MasterServerGameTypesRequest = 2, MasterServerGameTypesResponse = 4, MasterServerListRequest = 6, MasterServerListResponse = 8, GameMasterInfoRequest = 10, GameMasterInfoResponse = 12, GamePingRequest = 14, GamePingResponse = 16, GameInfoRequest = 18, GameInfoResponse = 20, GameHeartbeat = 22, ConnectChallengeRequest = 26, ConnectChallengeReject = 28, ConnectChallengeResponse = 30, ConnectRequest = 32, ConnectReject = 34, ConnectAccept = 36, Disconnect = 38, }; protected: Vector mPendingConnections; ///< List of connections that are in the startup phase. U32 mLastTimeoutCheckTime; ///< Last time all the active connections were checked for timeouts. U32 mRandomHashData[12]; ///< Data that gets hashed with connect challenge requests to prevent connection spoofing. bool mRandomDataInitialized; ///< Have we initialized our random number generator? bool mAllowConnections; ///< Is this NetInterface allowing connections at this time? enum NetInterfaceConstants { MaxPendingConnects = 20, ///< Maximum number of pending connections. If new connection requests come in before ChallengeRetryCount = 4, ///< Number of times to send connect challenge requests before giving up. ChallengeRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect challenge. ConnectRetryCount = 4, ///< Number of times to send connect requests before giving up. ConnectRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect request. TimeoutCheckInterval = 1500, ///< Interval in milliseconds between checking for connection timeouts. }; /// Initialize random data. void initRandomData(); /// @name Connection management /// Most of these are pretty self-explanatory. /// @{ void addPendingConnection(NetConnection *conn); NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence); void removePendingConnection(NetConnection *conn); void sendConnectChallengeRequest(NetConnection *conn); void handleConnectChallengeRequest(const NetAddress *addr, BitStream *stream); void handleConnectChallengeResponse(const NetAddress *address, BitStream *stream); void sendConnectRequest(NetConnection *conn); void handleConnectRequest(const NetAddress *address, BitStream *stream); void sendConnectAccept(NetConnection *conn); void handleConnectAccept(const NetAddress *address, BitStream *stream); void sendConnectReject(NetConnection *conn, const char *reason); void handleConnectReject(const NetAddress *address, BitStream *stream); void handleDisconnect(const NetAddress *address, BitStream *stream); /// @} /// Calculate an MD5 sum representing a connection, and store it into addressDigest. void computeNetMD5(const NetAddress *address, U32 connectSequence, U32 addressDigest[4]); public: NetInterface(); /// Returns whether or not this NetInterface allows connections from remote hosts. bool doesAllowConnections() { return mAllowConnections; } /// Sets whether or not this NetInterface allows connections from remote hosts. void setAllowsConnections(bool conn) { mAllowConnections = conn; } /// Dispatch function for processing all network packets through this NetInterface. virtual void processPacketReceiveEvent(PacketReceiveEvent *event); /// Handles all packets that don't fall into the category of connection handshake or game data. virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream); /// Checks all connections marked as client to server for packet sends. void processClient(); /// Checks all connections marked as server to client for packet sends. void processServer(); /// Begins the connection handshaking process for a connection. void startConnection(NetConnection *conn); /// Checks for timeouts on all valid and pending connections. void checkTimeouts(); /// Send a disconnect packet on a connection, along with a reason. void sendDisconnectPacket(NetConnection *conn, const char *reason); }; /// The global net interface instance. extern NetInterface *GNet; #endif