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Public domain does not have an internationally agreed upon definition, As such it's generally preferred to use an extremely liberal license, which can explicitly list the rights granted by the copyright holder. The CC0 license is the usual choice here. This "relicensing" is done without hunting down copyright holders, since it is presumed that their release of this work into the public domain authorizes us to redistribute this code under any other license of our choosing.
95 lines
1.8 KiB
C++
95 lines
1.8 KiB
C++
// SPDX-License-Identifier: CC0-1.0
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#pragma once
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#include <array>
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#include <cstddef>
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#include "Common/CommonTypes.h"
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constexpr size_t NETPLAY_CODE_SIZE = 8;
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using TraversalHostId = std::array<char, NETPLAY_CODE_SIZE>;
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using TraversalRequestId = u64;
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enum class TraversalPacketType : u8
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{
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// [*->*]
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Ack = 0,
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// [c->s]
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Ping = 1,
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// [c->s]
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HelloFromClient = 2,
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// [s->c]
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HelloFromServer = 3,
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// [c->s] When connecting, first the client asks the central server...
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ConnectPlease = 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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PleaseSendPacket = 5,
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// [s->c] ...which the central server relays back to the client.
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ConnectReady = 6,
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// [s->c] Alternately, the server might not have heard of this host.
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ConnectFailed = 7,
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};
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constexpr u8 TraversalProtoVersion = 0;
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enum class TraversalConnectFailedReason : u8
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{
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ClientDidntRespond = 0,
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ClientFailure,
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NoSuchClient,
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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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TraversalPacketType 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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TraversalConnectFailedReason 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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