CnC_Remastered_Collection/TIBERIANDAWN/CONNECT.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

341 lines
18 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\connect.h_v 1.12 16 Oct 1995 16:46:04 JOE_BOSTIC $ */
/***************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
***************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : CONNECT.H *
* *
* Programmer : Bill Randolph *
* *
* Start Date : December 19, 1994 *
* *
* Last Update : April 1, 1995 [BR] *
* *
*-------------------------------------------------------------------------*
* *
* DESCRIPTION: *
* This class represents a single "connection" with another system. It's *
* a pure virtual base class that acts as a framework for other classes. *
* *
* This class contains a CommQueueClass member, which stores received *
* & transmitted packets. The ConnectionClass has virtual functions to *
* handle adding packets to the queue, reading them from the queue, *
* a Send routine for actually sending data, and a Receive_Packet function *
* which is used to tell the connection that a new packet has come in. *
* *
* The virtual Service routine will handle all ACK & Retry logic for *
* communicating between this system & another. Thus, any class derived *
* from this class must provide the basic ACK/Retry logic. *
* *
* THE HEADER: *
* The Connection Classes prefix every packet sent with a header that's *
* local to this class. The header contains a "Magic Number" which should *
* be unique for each product, and Packet "Code", which will tell the *
* receiving end if this is DATA, or an ACK packet, and a packet ID, which *
* is a unique numerical ID for this packet (useful for detecting resends).*
* The header is stored with each packet in the send & receive Queues; *
* it's removed before it's passed back to the application, via *
* Get_Packet() *
* *
* THE CONNECTION MANAGER: *
* It is assumed that there will be a "Connection Manager" class which *
* will handle parsing incoming packets; it will then tell the connection *
* that new packets have come in, and the connection will process them in *
* whatever way it needs to for its protocol (check for resends, handle *
* ACK packets, etc). The job of the connection manager is to parse *
* incoming packets & distribute them to the connections that need to *
* store them (for multi-connection protocols). *
* *
* NOTES ON ACK/RETRY: *
* The packet's ID is used to check for re-sends. The ID is set to the *
* Queue's total Send Count; if the receiving system checks this value, *
* and it's less than that system's Receive Count, this is a resend. *
* (ie packet 0 will be the 1st packet sent, since the Send Queue's count *
* is 0 when it's sent; as soon as it's received, the Receive Count goes *
* up to 1, and an ID of 0 then means a resend.) This scheme keeps the *
* application from seeing the same packet twice. All the Connection *
* Manager has to do is mark the resent packet as non-ACK'd. Of course, *
* the Manager doesn't have to use this value at all. *
* *
* Both DATA_ACK packets and DATA_NOACK packets must go through the Send *
* Queue when "sent", so that the SendTotal value for this system *
* will still match the ReceiveTotal value for the other system; this is *
* why a NOACK packet can't just be sent immediately; it must go through *
* the queue. *
* *
* If the protocol being used already guarantees delivery of packets, *
* no ACK is required for the packets. In this case, the connection *
* class for this protocol can overload the Service routine to avoid *
* sending ACK packets, or the Connection Manager can just mark the *
* packet as ACK'd when it adds it to the Receive Queue for the connection.*
* *
* Derived classes must provide: *
* - Init a version of Init that gives the connection *
* access to any hardware-specific values it needs *
* Must chain to the parent's Init routine. *
* - Send_Packet adds the CommHeaderType header, adds the packet *
* to the out-going queue *
* - Receive_Packet processes incoming ACK packets, detects resends,*
* adds new packets to the in-coming queue *
* - Get_Packet reads the next-available packet from the *
* receive queue *
* - Send the hardware-dependent data-sending routine *
* - Service_Send_Queue services the send queue; handles re-sends, *
* detects when outgoing packets have been ACK'd; *
* cleans out the queue of old packets *
* - Service_Receive_Queue services the receive queue; handles sending *
* ACK's for new or re-sent packets; cleans out *
* the queue of old packets *
* *
* Any other routines can be overloaded as the derived class needs. *
* *
* CLASS HIERARCHY: *
* ConnectionClass *
* | *
* | *
* -------------------------------------- *
* | | *
* | | *
* SequencedConnClass NonSequencedConnClass *
* | | *
* | | *
* IPXConnClass ------------------------ *
* | | | *
* | | | *
* IPXGlobalConnClass NullModemConnClass ModemConnClass *
* *
* *
* ConnectionClass: *
* Abstract base class. *
* Provides: Queue for sent/recv'd packets *
* PacketBuf for preparing packets *
* Timeout variables *
* Service() routine *
* *
* SequencedConnClass: *
* Abstract base class *
* Provides: * "Sequenced" ACK/Retry logic, in Service_Send_Queue() & *
* Service_Receive_Queue() routines *
* * Send_Packet(): adds header to packet, adds it to Queue *
* * Receive_Packet(): adds incoming packet to receive Queue, *
* handles incoming ACK's & resends *
* * Get_Packet(): gets packet from the receive queue *
* *
* NonSequencedConnClass: *
* Abstract base class *
* Provides: * "Non-Sequenced" ACK/Retry logic, in Service_Send_Queue() *
* & Service_Receive_Queue() routines *
* * Send_Packet(): adds header to packet, adds it to Queue *
* * Receive_Packet(): adds incoming packet to receive Queue, *
* handles incoming ACK's & resends *
* * Get_Packet(): gets packet from the receive queue *
* *
* IPXConnClass: *
* Provides: * Hardware-dependent IPX interface routines, which allow *
* Service_Send_Queue() & Service_Receive_Queue() to do *
* their job *
* * Ability to associate an IPX Address, a numerical ID, and *
* a character-string Name with a connection *
* Inherits: * Sequenced ACK/Retry logic, Service routines, Queue & *
* PacketBuf, timeout variables *
* *
* IPXGlobalConnClass: *
* Special type of IPX Connection; supports receiving packets from *
* multiple systems at once, and sending packets via Broadcast or *
* to a specific address. *
* Provides: * Specialized Receive_Packet() routine, which handles *
* receiving packets from multiple systems *
* * Specialized Send_Packet() & Get_Packet() routines, *
* which pass IPX address of destination through to *
* the application, giving the application control over *
* whether the packet will be Broadcast or sent to a *
* specific destination (embeds destination address within *
* the packet itself) *
* * Specialized Send routine, which extracts the destination *
* address from the packet *
* Inherits: * Sequenced ACK/Retry logic, Service routines, Queue & *
* PacketBuf, timeout variables, IPX-specific routines *
* *
* NullModemConnClass: *
* Provides: * Hardware-dependent Serial-communication routines, which *
* allow Service_Send_Queue() & Service_Receive_Queue() to *
* do their job *
* Inherits: * Non-Sequenced ACK/Retry logic, Service routines, Queue & *
* PacketBuf, timeout variables *
* *
* ModemConnClass: *
* Provides: * Hardware-dependent Modem-communication routines, which *
* allow Service_Send_Queue() & Service_Receive_Queue() to *
* do their job *
* Inherits: * Non-Sequenced ACK/Retry logic, Service routines, Queue & *
* PacketBuf, timeout variables *
* *
* So, do ya think this header is long enough, or what? *
* *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef CONNECTION_H
#define CONNECTION_H
#define CONN_DEBUG 0
/*
********************************** Defines **********************************
*/
/*---------------------------------------------------------------------------
This structure is the header prefixed to any packet sent by the application.
MagicNumber: This is a number unique to the application; it's up to the
Receive_Packet routine to check this value, to be sure we're
not getting data from some other product. This value should
be unique for each application.
Code: This will be one of the below-defined codes.
PacketID: This is a unique numerical ID for this packet. The Connection
sets this ID on all packets sent out.
---------------------------------------------------------------------------*/
typedef struct {
unsigned short MagicNumber;
unsigned char Code;
unsigned long PacketID;
} CommHeaderType;
/*
***************************** Class Declaration *****************************
*/
class ConnectionClass
{
/*
---------------------------- Public Interface ----------------------------
*/
public:
/*.....................................................................
These are the possible values for the Code field of the CommHeaderType:
.....................................................................*/
enum ConnectionEnum {
PACKET_DATA_ACK, // this is a data packet requiring an ACK
PACKET_DATA_NOACK, // this is a data packet not requiring an ACK
PACKET_ACK, // this is an ACK for a packet
PACKET_COUNT, // for computational purposes
};
/*.....................................................................
Constructor/destructor.
.....................................................................*/
ConnectionClass (int maxlen, unsigned short magicnum,
unsigned long retry_delta, unsigned long max_retries,
unsigned long timeout);
virtual ~ConnectionClass ();
/*.....................................................................
Initialization.
.....................................................................*/
virtual void Init (void) {};
/*.....................................................................
Send/Receive routines.
.....................................................................*/
virtual int Send_Packet (void * buf, int buflen, int ack_req) = 0;
virtual int Receive_Packet (void * buf, int buflen) = 0;
virtual int Get_Packet (void * buf, int * buflen) = 0;
/*.....................................................................
The main polling routine for the connection. Should be called as often
as possible.
.....................................................................*/
virtual int Service (void);
/*.....................................................................
This routine is used by the retry logic; returns the current time in
60ths of a second.
.....................................................................*/
static unsigned long Time (void);
/*.....................................................................
Utility routines.
.....................................................................*/
unsigned short Magic_Num (void) { return (MagicNum); }
unsigned long Retry_Delta (void) { return (RetryDelta); }
void Set_Retry_Delta (unsigned long delta) { RetryDelta = delta;}
unsigned long Max_Retries (void) { return (MaxRetries); }
void Set_Max_Retries (unsigned long retries) { MaxRetries = retries;}
unsigned long Time_Out (void) { return (Timeout); }
void Set_TimeOut (unsigned long t) { Timeout = t;}
unsigned long Max_Packet_Len (void) { return (MaxPacketLen); }
static char * Command_Name(int command);
/*
-------------------------- Protected Interface ---------------------------
*/
protected:
/*.....................................................................
Routines to service the Send & Receive queues.
.....................................................................*/
virtual int Service_Send_Queue(void) = 0;
virtual int Service_Receive_Queue(void) = 0;
/*.....................................................................
This routine actually performs a hardware-dependent data send. It's
pure virtual, so it >must< be defined by a derived class.
.....................................................................*/
virtual int Send(char *buf, int buflen) = 0;
/*.....................................................................
This is the maximum packet length, including our own internal header.
.....................................................................*/
int MaxPacketLen;
/*.....................................................................
Packet staging area; this is where the CommHeaderType gets tacked onto
the application's packet before it's sent.
.....................................................................*/
char *PacketBuf;
/*.....................................................................
This is the magic number assigned to this connection. It is the first
few bytes of any transmission.
.....................................................................*/
unsigned short MagicNum;
/*.....................................................................
This value determines the time delay before a packet is re-sent.
.....................................................................*/
unsigned long RetryDelta;
/*.....................................................................
This is the maximum number of retries allowed for a packet; if this
value is exceeded, the connection is probably broken.
.....................................................................*/
unsigned long MaxRetries;
/*.....................................................................
This is the total timeout for this connection; if this time is exceeded
on a packet, the connection is probably broken.
.....................................................................*/
unsigned long Timeout;
/*.....................................................................
Names of all packet commands
.....................................................................*/
static char *ConnectionClass::Commands[PACKET_COUNT];
};
#endif