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