191 lines
3.9 KiB
C
191 lines
3.9 KiB
C
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#ifndef _NETPLAY_H
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#define _NETPLAY_H
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#include "Common.h"
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#include "CommonTypes.h"
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//#define WIN32_LEAN_AND_MEAN
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#include "Thread.h"
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// hax, i hope something like this isn't needed on non-windows
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#define _WINSOCK2API_
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#include <SFML/Network.hpp>
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#include "pluginspecs_pad.h"
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#include "svnrev.h"
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//#include <wx/wx.h>
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#include <map>
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#include <queue>
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class NetPlayDiag;
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class NetPad
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{
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public:
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NetPad();
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NetPad(const SPADStatus* const);
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u32 nHi;
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u32 nLo;
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};
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#define NETPLAY_VERSION "Dolphin NetPlay 2.0"
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#ifdef _M_X64
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#define NP_ARCH "x64"
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#else
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#define NP_ARCH "x86"
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#endif
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#ifdef _WIN32
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#define NETPLAY_DOLPHIN_VER SVN_REV_STR" win-"NP_ARCH
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#elif __APPLE__
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#define NETPLAY_DOLPHIN_VER SVN_REV_STR" osx-"NP_ARCH
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#else
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#define NETPLAY_DOLPHIN_VER SVN_REV_STR" nix-"NP_ARCH
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#endif
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// messages
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#define NP_MSG_PLAYER_JOIN 0x10
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#define NP_MSG_PLAYER_LEAVE 0x11
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#define NP_MSG_CHAT_MESSAGE 0x30
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#define NP_MSG_PAD_DATA 0x60
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#define NP_MSG_PAD_MAPPING 0x61
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#define NP_MSG_PAD_BUFFER 0x62
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#define NP_MSG_START_GAME 0xA0
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#define NP_MSG_CHANGE_GAME 0xA1
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#define NP_MSG_READY 0xD0
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#define NP_MSG_NOT_READY 0xD1
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#define NP_MSG_PING 0xE0
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#define NP_MSG_PONG 0xE1
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// end messages
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// gui messages
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#define NP_GUI_UPDATE 0x10
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// end messages
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typedef u8 MessageId;
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typedef u8 PlayerId;
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typedef s8 PadMapping;
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class NetPlay
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{
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public:
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NetPlay() : m_is_running(false), m_do_loop(true) {}
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virtual ~NetPlay();
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virtual void Entry() = 0;
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bool is_connected;
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// Send and receive pads values
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virtual bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues) = 0;
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virtual bool SetSelectedGame(const std::string& game) = 0;
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virtual void GetPlayerList(std::string& list) = 0;
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virtual void SendChatMessage(const std::string& msg) = 0;
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virtual bool StartGame(const std::string &path) = 0;
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protected:
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//NetPlay(Common::ThreadFunc entry, void* arg) : m_thread(entry, arg) {}
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void UpdateGUI();
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struct
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{
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Common::CriticalSection send, players, buffer, other;
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} m_crit;
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//LockingQueue<NetPad> m_pad_buffer[4];
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std::queue<NetPad> m_pad_buffer[4];
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NetPlayDiag* m_dialog;
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sf::SocketTCP m_socket;
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Common::Thread* m_thread;
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sf::Selector<sf::SocketTCP> m_selector;
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std::string m_selected_game;
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bool m_is_running;
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volatile bool m_do_loop;
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private:
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};
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class NetPlayServer : public NetPlay
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{
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public:
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void Entry();
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NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd = NULL, const std::string& game = "");
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~NetPlayServer();
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void GetPlayerList(std::string& list);
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// Send and receive pads values
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bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
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bool SetSelectedGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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bool StartGame(const std::string &path);
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private:
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class Player
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{
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public:
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Player();
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PlayerId pid;
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sf::SocketTCP socket;
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std::string name;
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PadMapping pad_map[4];
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std::string revision;
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};
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void SendToClients(sf::Packet& packet, const u8 skip_pid = 0);
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unsigned int OnConnect(sf::SocketTCP& socket);
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unsigned int OnDisconnect(sf::SocketTCP& socket);
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unsigned int OnData(sf::Packet& packet, sf::SocketTCP& socket);
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std::map<sf::SocketTCP, Player> m_players;
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};
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class NetPlayClient : public NetPlay
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{
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public:
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void Entry();
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NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd = NULL);
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~NetPlayClient();
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void GetPlayerList(std::string& list);
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// Send and receive pads values
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bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
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bool SetSelectedGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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bool StartGame(const std::string &path);
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private:
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class Player
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{
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public:
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Player();
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PlayerId pid;
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std::string name;
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PadMapping pad_map[4];
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std::string revision;
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};
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unsigned int OnData(sf::Packet& packet);
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PlayerId m_pid;
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std::map<u8, Player> m_players;
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};
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#endif
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