* Implement basic multiplayer functionality * Update README.md --------- Co-authored-by: Slenderman <ssimulpong@outlook.com>
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147
Minecraft.Client/Windows64/Network/WinsockNetLayer.h
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147
Minecraft.Client/Windows64/Network/WinsockNetLayer.h
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#pragma once
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#ifdef _WINDOWS64
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#include <WinSock2.h>
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#include <WS2tcpip.h>
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#include <vector>
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#include "..\..\Common\Network\NetworkPlayerInterface.h"
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#pragma comment(lib, "Ws2_32.lib")
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#define WIN64_NET_DEFAULT_PORT 25565
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#define WIN64_NET_MAX_CLIENTS 7
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#define WIN64_NET_RECV_BUFFER_SIZE 65536
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#define WIN64_LAN_DISCOVERY_PORT 25566
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#define WIN64_LAN_BROADCAST_MAGIC 0x4D434C4E
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class Socket;
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#pragma pack(push, 1)
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struct Win64LANBroadcast
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{
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DWORD magic;
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WORD netVersion;
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WORD gamePort;
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wchar_t hostName[32];
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BYTE playerCount;
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BYTE maxPlayers;
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DWORD gameHostSettings;
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DWORD texturePackParentId;
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BYTE subTexturePackId;
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BYTE isJoinable;
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};
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#pragma pack(pop)
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struct Win64LANSession
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{
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char hostIP[64];
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int hostPort;
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wchar_t hostName[32];
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unsigned short netVersion;
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unsigned char playerCount;
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unsigned char maxPlayers;
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unsigned int gameHostSettings;
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unsigned int texturePackParentId;
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unsigned char subTexturePackId;
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bool isJoinable;
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DWORD lastSeenTick;
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};
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struct Win64RemoteConnection
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{
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SOCKET tcpSocket;
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BYTE smallId;
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HANDLE recvThread;
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volatile bool active;
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};
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class WinsockNetLayer
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{
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public:
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static bool Initialize();
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static void Shutdown();
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static bool HostGame(int port);
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static bool JoinGame(const char *ip, int port);
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static bool SendToSmallId(BYTE targetSmallId, const void *data, int dataSize);
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static bool SendOnSocket(SOCKET sock, const void *data, int dataSize);
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static bool IsHosting() { return s_isHost; }
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static bool IsConnected() { return s_connected; }
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static bool IsActive() { return s_active; }
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static BYTE GetLocalSmallId() { return s_localSmallId; }
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static BYTE GetHostSmallId() { return s_hostSmallId; }
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static SOCKET GetSocketForSmallId(BYTE smallId);
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static void HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char *data, unsigned int dataSize);
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static bool PopDisconnectedSmallId(BYTE *outSmallId);
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static void PushFreeSmallId(BYTE smallId);
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static bool StartAdvertising(int gamePort, const wchar_t *hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer);
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static void StopAdvertising();
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static void UpdateAdvertisePlayerCount(BYTE count);
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static void UpdateAdvertiseJoinable(bool joinable);
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static bool StartDiscovery();
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static void StopDiscovery();
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static std::vector<Win64LANSession> GetDiscoveredSessions();
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static int GetHostPort() { return s_hostGamePort; }
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private:
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static DWORD WINAPI AcceptThreadProc(LPVOID param);
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static DWORD WINAPI RecvThreadProc(LPVOID param);
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static DWORD WINAPI ClientRecvThreadProc(LPVOID param);
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static DWORD WINAPI AdvertiseThreadProc(LPVOID param);
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static DWORD WINAPI DiscoveryThreadProc(LPVOID param);
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static SOCKET s_listenSocket;
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static SOCKET s_hostConnectionSocket;
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static HANDLE s_acceptThread;
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static HANDLE s_clientRecvThread;
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static bool s_isHost;
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static bool s_connected;
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static bool s_active;
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static bool s_initialized;
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static BYTE s_localSmallId;
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static BYTE s_hostSmallId;
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static BYTE s_nextSmallId;
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static CRITICAL_SECTION s_sendLock;
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static CRITICAL_SECTION s_connectionsLock;
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static std::vector<Win64RemoteConnection> s_connections;
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static SOCKET s_advertiseSock;
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static HANDLE s_advertiseThread;
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static volatile bool s_advertising;
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static Win64LANBroadcast s_advertiseData;
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static CRITICAL_SECTION s_advertiseLock;
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static int s_hostGamePort;
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static SOCKET s_discoverySock;
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static HANDLE s_discoveryThread;
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static volatile bool s_discovering;
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static CRITICAL_SECTION s_discoveryLock;
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static std::vector<Win64LANSession> s_discoveredSessions;
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static CRITICAL_SECTION s_disconnectLock;
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static std::vector<BYTE> s_disconnectedSmallIds;
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static CRITICAL_SECTION s_freeSmallIdLock;
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static std::vector<BYTE> s_freeSmallIds;
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};
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extern bool g_Win64MultiplayerHost;
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extern bool g_Win64MultiplayerJoin;
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extern int g_Win64MultiplayerPort;
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extern char g_Win64MultiplayerIP[256];
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#endif
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