dolphin/Source/Core/Common/TraversalProto.h

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