v4k-git-backup/engine/split/v4k_netsync.h

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// high-level, socket-less networking api. inspired by Quake, MPI and RenderBuckets theories.
// - rlyeh, public domain
//
// Usage:
// 1. configure networked memory buffers with flags (world, player1, player2, etc). network_buffer();
// 2. then during game loop:
// - modify your buffers as much as needed.
// - sync buffers at least once per frame. network_sync();
// - render your world
// 3. optionally, monitor network status & variables. network_get();
//
// @todo: maybe network_send(msg) + msg *network_recv(); instead of event queue of network_sync() ?
//enum { NETWORK_HANDSHAKE, NETWORK_ENCRYPT, NETWORK_VERSIONED, NETWORK_CHECKSUM }; // negotiation
//enum { NETWORK_TCP, NETWORK_UDP, NETWORK_KCP, NETWORK_ENET, NETWORK_WEBSOCKET }; // transport, where
enum { NETWORK_BIND = 2, NETWORK_CONNECT = 4, NETWORK_NOFAIL = 8 };
enum { MAX_CLIENTS = 32 };
API void network_create(const char *ip, const char *port, unsigned flags); // both ip and port can be null
//enum { NETWORK_LOSSY, NETWORK_COMPRESS }; // post-processes
//enum { NETWORK_UNRELIABLE, NETWORK_UNORDERED, NETWORK_PRIORITY }; // how
//enum { NETWORK_PREDICT, NETWORK_RECONCILE, NETWORK_INTERPOLATE, NETWORK_COMPENSATE }; // time authority, when
//enum { NETWORK_LAGS, NETWORK_DROPS, NETWORK_THROTTLES, NETWORK_DUPES }; // quality sim, how much
//enum { NETWORK_CONST = 1, NETWORK_64,NETWORK_32,NETWORK_16,NETWORK_8, NETWORK_FLT, NETWORK_STR, NETWORK_BLOB }; // type, what
enum { NETWORK_SEND = 2, NETWORK_RECV = 4 };
API void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank); // configures a shared/networked buffer
API char** network_sync(unsigned timeout_ms); // syncs all buffers & returns null-terminated list of network events
enum { NETWORK_RANK = 0 }; // [0..N] where 0 is server
enum { NETWORK_PING = 1 }; // NETWORK_BANDWIDTH, NETWORK_QUALITY };
enum { NETWORK_PORT = 2, NETWORK_IP, NETWORK_LIVE };
//enum { NETWORK_USERID, NETWORK_SALT, NETWORK_COUNT/*N users*/ /*...*/,
API int64_t network_get(uint64_t key);
API int64_t network_put(uint64_t key, int64_t value);
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API void network_rpc(const char *signature, void *function);
API void network_rpc_send_to(int64_t rank, unsigned id, const char *cmdline);
API void network_rpc_send(unsigned id, const char *cmdline);
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// -----------------------------------------------------------------------------
// low-level api (sockets based)
API bool server_bind(int max_clients, int port);
API void server_poll();
API void server_broadcast_bin(const void *ptr, int len);
API void server_broadcast(const char *msg);
API void server_terminate();
API void server_send(int64_t handle, const char *msg);
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API void server_send_bin(int64_t handle, const void *ptr, int len);
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API void server_drop(int64_t handle);
API int64_t client_join(const char *ip, int port);
#define client_send(msg) server_broadcast(msg)
#define client_send_bin(ptr,len) server_broadcast_bin(ptr, len)
#define client_terminate() server_terminate()
#define ANYHOST_IPV4 "0.0.0.0"
#define ANYHOST_IPV6 "::0"
#define LOCALHOST_IPV4 "127.0.0.1"
#define LOCALHOST_IPV6 "::1"