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23d99f2f2c
BreakBeforeBraces: Allman apparently includes all styles, except for AfterUnion (which is false) when using clang-format -dump-config
96 lines
1.9 KiB
C++
96 lines
1.9 KiB
C++
// This file is public domain, in case it's useful to anyone. -comex
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#pragma once
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#include <array>
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#include "Common/CommonTypes.h"
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#define NETPLAY_CODE_SIZE 8
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typedef std::array<char, NETPLAY_CODE_SIZE> TraversalHostId;
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typedef u64 TraversalRequestId;
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enum TraversalPacketType
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{
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// [*->*]
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TraversalPacketAck = 0,
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// [c->s]
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TraversalPacketPing = 1,
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// [c->s]
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TraversalPacketHelloFromClient = 2,
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// [s->c]
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TraversalPacketHelloFromServer = 3,
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// [c->s] When connecting, first the client asks the central server...
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TraversalPacketConnectPlease = 4,
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// [s->c] ...who asks the game host to send a UDP packet to the
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// client... (an ack implies success)
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TraversalPacketPleaseSendPacket = 5,
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// [s->c] ...which the central server relays back to the client.
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TraversalPacketConnectReady = 6,
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// [s->c] Alternately, the server might not have heard of this host.
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TraversalPacketConnectFailed = 7
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};
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enum
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{
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TraversalProtoVersion = 0
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};
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enum TraversalConnectFailedReason
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{
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TraversalConnectFailedClientDidntRespond = 0,
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TraversalConnectFailedClientFailure,
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TraversalConnectFailedNoSuchClient
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};
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#pragma pack(push, 1)
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struct TraversalInetAddress
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{
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u8 isIPV6;
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u32 address[4];
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u16 port;
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};
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struct TraversalPacket
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{
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u8 type;
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TraversalRequestId requestId;
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union
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{
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struct
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{
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u8 ok;
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} ack;
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struct
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{
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TraversalHostId hostId;
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} ping;
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struct
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{
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u8 protoVersion;
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} helloFromClient;
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struct
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{
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u8 ok;
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TraversalHostId yourHostId;
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TraversalInetAddress yourAddress; // currently unused
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} helloFromServer;
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struct
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{
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TraversalHostId hostId;
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} connectPlease;
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struct
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{
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TraversalInetAddress address;
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} pleaseSendPacket;
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struct
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{
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TraversalRequestId requestId;
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TraversalInetAddress address;
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} connectReady;
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struct
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{
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TraversalRequestId requestId;
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u8 reason;
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} connectFailed;
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};
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};
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#pragma pack(pop)
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