📄 dnet.h
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _DNET_H_
#define _DNET_H_
#ifdef _USE_TGE_NETCONNTION_
#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 = DataPacket/*0 TGE_RPG*/);
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//#ifdef _USE_TGE_NETCONNTION_
#endif
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