toxcore/toxcore/Lossless_UDP.h
2013-12-12 13:49:49 -05:00

262 lines
8.2 KiB
C

/* Lossless_UDP.h
*
* An implementation of the Lossless_UDP protocol as seen in http://wiki.tox.im/index.php/Lossless_UDP
*
* Copyright (C) 2013 Tox project All Rights Reserved.
*
* This file is part of Tox.
*
* Tox is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Tox is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Tox. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef LOSSLESS_UDP_H
#define LOSSLESS_UDP_H
#include "network.h"
#include "misc_tools.h"
/* Maximum length of the data in the data packets. */
#define MAX_DATA_SIZE 1024
/* Maximum data packets in sent and receive queues. */
#define MAX_QUEUE_NUM 1024
#define DEFAULT_QUEUE_NUM 4
/* Maximum number of data packets in the buffer. */
#define MAX_REQUESTED_PACKETS 256
/* Timeout per connection is randomly set between CONNECTION_TIMEOUT and 2*CONNECTION_TIMEOUT. */
#define CONNECTION_TIMEOUT 5
/* Initial amount of sync/handshake packets to send per second. */
#define SYNC_RATE 2
/* Initial send rate of data. */
#define DATA_SYNC_RATE 30
typedef struct {
uint8_t data[MAX_DATA_SIZE];
uint16_t size;
} Data;
#define LUDP_NO_CONNECTION 0
#define LUDP_HANDSHAKE_SENDING 1
#define LUDP_NOT_CONFIRMED 2
#define LUDP_ESTABLISHED 3
#define LUDP_TIMED_OUT 4
typedef struct {
IP_Port ip_port;
/*
* return LUDP_NO_CONNECTION if connection is dead.
* return LUDP_HANDSHAKE_SENDING if attempting handshake.
* return LUDP_NOT_CONFIRMED if handshake is done (we start sending SYNC packets).
* return LUDP_ESTABLISHED if we are sending SYNC packets and can send data.
* return LUDP_TIMED_OUT if the connection has timed out.
*/
uint8_t status;
/*
* return 0 if connection was not initiated by someone else.
* return 1 if incoming_connection() has returned.
* return 2 if it has not.
*/
uint8_t inbound;
uint16_t SYNC_rate; /* Current SYNC packet send rate packets per second. */
uint32_t data_rate; /* Current data packet send rate packets per second. */
uint64_t last_SYNC; /* Time our last SYNC packet was sent. */
uint64_t last_sent; /* Time our last data or handshake packet was sent. */
uint64_t last_recvSYNC; /* Time we last received a SYNC packet from the other. */
uint64_t last_recvdata; /* Time we last received a DATA packet from the other. */
uint64_t killat; /* Time to kill the connection. */
Data *sendbuffer; /* packet send buffer. */
uint32_t sendbuffer_length;
Data *recvbuffer; /* packet receive buffer. */
uint32_t recvbuffer_length;
uint32_t handshake_id1;
uint32_t handshake_id2;
/* Number of data packets received (also used as handshake_id1). */
uint32_t recv_packetnum;
/* Number of packets received by the other peer. */
uint32_t orecv_packetnum;
/* Number of data packets sent. */
uint32_t sent_packetnum;
/* Number of packets sent by the other peer. */
uint32_t osent_packetnum;
/* Number of latest packet written onto the sendbuffer. */
uint32_t sendbuff_packetnum;
/* We know all packets before that number were successfully sent. */
uint32_t successful_sent;
/* Packet number of last packet read with the read_packet function. */
uint32_t successful_read;
/* List of currently requested packet numbers(by the other person). */
uint32_t req_packets[MAX_REQUESTED_PACKETS];
/* Total number of currently requested packets(by the other person). */
uint16_t num_req_paquets;
uint8_t recv_counter;
uint8_t send_counter;
uint8_t timeout; /* connection timeout in seconds. */
/* Is the connection confirmed or not? 1 if yes, 0 if no */
uint8_t confirmed;
} Connection;
typedef struct {
Networking_Core *net;
tox_array connections;
/* Table of random numbers used in handshake_id. */
/* IPv6 (16) + port (2)*/
uint32_t randtable[18][256];
} Lossless_UDP;
/*
* Initialize a new connection to ip_port.
*
* return an integer corresponding to the connection id.
* return -1 if it could not initialize the connection.
* return number if there already was an existing connection to that ip_port.
*/
int new_connection(Lossless_UDP *ludp, IP_Port ip_port);
/*
* Get connection id from IP_Port.
*
* return -1 if there are no connections like we are looking for.
* return id if it found it .
*/
int getconnection_id(Lossless_UDP *ludp, IP_Port ip_port);
/*
* return an integer corresponding to the next connection in our incoming connection list with at least numpackets in the recieve queue.
* return -1 if there are no new incoming connections in the list.
*/
int incoming_connection(Lossless_UDP *ludp, uint32_t numpackets);
/* return -1 if it could not kill the connection.
* return 0 if killed successfully.
*/
int kill_connection(Lossless_UDP *ludp, int connection_id);
/*
* timeout connection in seconds seconds.
*
* return -1 if it can not kill the connection.
* return 0 if it will kill it.
*/
int timeout_connection_in(Lossless_UDP *ludp, int connection_id, uint32_t seconds);
/* Check if connection is confirmed.
*
* returns 1 if yes.
* returns 0 if no.
*/
int connection_confirmed(Lossless_UDP *ludp, int connection_id);
/* Confirm an incoming connection.
* Also disables the auto kill timeout on incomming connections.
*
* return 0 on success
* return -1 on failure.
*/
int confirm_connection(Lossless_UDP *ludp, int connection_id);
/* returns the ip_port of the corresponding connection.
* return 0 if there is no such connection.
*/
IP_Port connection_ip(Lossless_UDP *ludp, int connection_id);
/* returns the id of the next packet in the queue.
* return -1 if no packet in queue.
*/
uint8_t id_packet(Lossless_UDP *ludp, int connection_id);
/* return 0 if there is no received data in the buffer.
* return length of received packet if successful.
*/
int read_packet(Lossless_UDP *ludp, int connection_id, uint8_t *data);
/* Like read_packet() but does leaves the queue as is.
* return 0 if there is no received data in the buffer.
* return length of received packet if successful.
*/
int read_packet_silent(Lossless_UDP *ludp, int connection_id, uint8_t *data);
/* Discard the next packet to be read from the queue
* return 0 if success.
* return -1 if failure.
*/
int discard_packet(Lossless_UDP *ludp, int connection_id);
/* returns the number of packet slots left in the sendbuffer.
* return 0 if failure.
*/
uint32_t num_free_sendqueue_slots(Lossless_UDP *ludp, int connection_id);
/* return 0 if data could not be put in packet queue.
* return 1 if data was put into the queue.
*/
int write_packet(Lossless_UDP *ludp, int connection_id, uint8_t *data, uint32_t length);
/* return number of packets in the queue waiting to be successfully sent. */
uint32_t sendqueue(Lossless_UDP *ludp, int connection_id);
/* return number of packets in all queues waiting to be successfully sent. */
uint32_t sendqueue_total(Lossless_UDP *ludp);
/*
* return number of packets in the queue waiting to be successfully
* read with read_packet(...).
*/
uint32_t recvqueue(Lossless_UDP *ludp, int connection_id);
/* Check if connection is connected:
*
* return LUDP_NO_CONNECTION if not.
* return LUDP_HANDSHAKE_SENDING if attempting handshake.
* return LUDP_NOT_CONFIRMED if handshake is done.
* return LUDP_ESTABLISHED if fully connected.
* return LUDP_TIMED_OUT if timed out and wating to be killed.
*/
int is_connected(Lossless_UDP *ludp, int connection_id);
/* Call this function a couple times per second. It is the main loop. */
void do_lossless_udp(Lossless_UDP *ludp);
/* This function sets up LosslessUDP packet handling. */
Lossless_UDP *new_lossless_udp(Networking_Core *net);
void kill_lossless_udp(Lossless_UDP *ludp);
#endif