Forgot some files. Also... Hacks.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5435 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak 2010-05-05 04:44:19 +00:00
parent ec11685a66
commit 0c16bf279b
2 changed files with 924 additions and 0 deletions

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#include "NetPlay.h"
#include "NetWindow.h"
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
if (is_connected)
{
m_do_loop = false;
m_thread->WaitForDeath();
delete m_thread;
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd)
{
m_dialog = npd;
is_connected = false;
// why is false successful? documentation says true is
if (0 == m_socket.Connect(port, address))
{
// send connect message
sf::Packet spac;
spac << NETPLAY_VERSION;
spac << NETPLAY_DOLPHIN_VER;
spac << name;
m_socket.Send(spac);
sf::Packet rpac;
// TODO: make this not hang
m_socket.Receive(rpac);
MessageId error;
rpac >> error;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL :
PanicAlert("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH :
PanicAlert("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING :
PanicAlert("The server responded: the game is currently running!");
break;
default :
PanicAlert("The server sent an unknown error message!");
break;
}
m_socket.Close();
}
else
{
rpac >> m_pid;
Player player;
player.name = name;
player.pid = m_pid;
player.revision = NETPLAY_DOLPHIN_VER;
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
UpdateGUI();
//PanicAlert("Connection successful: assigned player id: %d", m_pid);
is_connected = true;
m_selector.Add(m_socket);
m_thread = new Common::Thread(NetPlayThreadFunc, this);
}
}
else
PanicAlert("Failed to Connect!");
}
// called from ---NETPLAY--- thread
unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
MessageId mid;
packet >> mid;
switch (mid)
{
case NP_MSG_PLAYER_JOIN :
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
m_crit.players.Enter(); // lock players
m_players[player.pid] = player;
m_crit.players.Leave();
UpdateGUI();
}
break;
case NP_MSG_PLAYER_LEAVE :
{
PlayerId pid;
packet >> pid;
m_crit.players.Enter(); // lock players
m_players.erase(m_players.find(pid));
m_crit.players.Leave();
UpdateGUI();
}
break;
case NP_MSG_CHAT_MESSAGE :
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
// don't need lock to read in this thread
const Player& player = m_players[pid];
// add to gui
std::ostringstream ss;
ss << player.name << '[' << (char)(pid+'0') << "]: " << msg;
AppendChatGUI(ss.str());
}
break;
case NP_MSG_PAD_MAPPING :
{
PlayerId pid;
packet >> pid;
m_crit.players.Enter(); // lock players
Player& player = m_players[pid];
for (unsigned int i=0; i<4; ++i)
packet >> player.pad_map[i];
m_crit.players.Leave();
UpdateGUI();
}
break;
case NP_MSG_PAD_DATA :
{
PadMapping map = 0;
NetPad np;
packet >> map >> np.nHi >> np.nLo;
// trusting server for good map value (>=0 && <4)
// add to pad buffer
m_crit.buffer.Enter(); // lock buffer
m_pad_buffer[(unsigned)map].push(np);
m_crit.buffer.Leave();
}
break;
case NP_MSG_PAD_BUFFER :
{
u32 size = 0;
packet >> size;
m_crit.buffer.Enter(); // lock buffer
m_target_buffer_size = size;
m_crit.buffer.Leave();
}
break;
case NP_MSG_CHANGE_GAME :
{
// lock here?
m_crit.game.Enter(); // lock game state
packet >> m_selected_game;
m_crit.game.Leave();
// update gui
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_CHANGE_GAME);
// TODO: using a wxString in AddPendingEvent from another thread is unsafe i guess?
evt.SetString(wxString(m_selected_game.c_str(), *wxConvCurrent));
m_dialog->GetEventHandler()->AddPendingEvent(evt);
}
break;
case NP_MSG_START_GAME :
{
packet >> m_on_game;
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
m_dialog->GetEventHandler()->AddPendingEvent(evt);
}
break;
case NP_MSG_STOP_GAME :
{
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_STOP_GAME);
m_dialog->GetEventHandler()->AddPendingEvent(evt);
}
break;
case NP_MSG_DISABLE_GAME :
{
PanicAlert("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
CritLocker game_lock(m_crit.game); // lock game state
m_is_running = false;
NetPlay_Disable();
}
break;
case NP_MSG_PING :
{
u32 ping_key = 0;
packet >> ping_key;
sf::Packet spac;
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
CritLocker send_lock(m_crit.send);
m_socket.Send(spac);
}
break;
default :
PanicAlert("Unknown message received with id : %d", mid);
break;
}
return 0;
}
// called from ---NETPLAY--- thread
void NetPlayClient::Entry()
{
while (m_do_loop)
{
if (m_selector.Wait(0.01f))
{
sf::Packet rpac;
switch (m_socket.Receive(rpac))
{
case sf::Socket::Done :
OnData(rpac);
break;
//case sf::Socket::Disconnected :
default :
m_is_running = false;
NetPlay_Disable();
AppendChatGUI("< LOST CONNECION TO SERVER >");
PanicAlert("Lost connection to server!");
m_do_loop = false;
break;
}
}
}
m_socket.Close();
return;
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayerList(std::string &list)
{
CritLocker player_lock(m_crit.players); // lock players
std::ostringstream ss;
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
ss << i->second.ToString() << '\n';
list = ss.str();
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << msg;
m_crit.send.Enter(); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << local_nb; // local pad num
spac << np.nHi << np.nLo;
m_crit.send.Enter(); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string &path)
{
m_crit.buffer.Enter(); // lock buffer
if (false == NetPlay::StartGame(path))
return false;
// TODO: i dont like this here
ClearBuffers();
m_crit.buffer.Leave();
// tell server i started the game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_on_game;
m_crit.send.Enter(); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
return true;
}
// called from ---GUI--- thread
bool NetPlayClient::ChangeGame(const std::string &game)
{
// warning removal
game.size();
return true;
}

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#include "NetPlay.h"
#include "NetWindow.h"
// called from ---GUI--- thread
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_thread->WaitForDeath();
delete m_thread;
}
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd, const std::string& game)
{
m_dialog = npd;
m_selected_game = game;
m_update_pings = true;
if (m_socket.Listen(port))
{
Client player;
player.pid = 0;
player.revision = NETPLAY_DOLPHIN_VER;
player.socket = m_socket;
player.name = name;
// map local pad 1 to game pad 1
player.pad_map[0] = 0;
// add self to player list
m_players[m_socket] = player;
m_local_player = &m_players[m_socket];
//PanicAlert("Listening");
UpdateGUI();
is_connected = true;
m_selector.Add(m_socket);
m_thread = new Common::Thread(NetPlayThreadFunc, this);
}
else
is_connected = false;
}
// called from ---NETPLAY--- thread
void NetPlayServer::Entry()
{
while (m_do_loop)
{
// update pings every so many seconds
if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings)
{
//PanicAlert("sending pings");
m_ping_key = Common::Timer::GetTimeMs();
sf::Packet spac;
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
CritLocker player_lock(m_crit.players);
CritLocker send_lock(m_crit.send);
m_ping_timer.Start();
SendToClients(spac);
m_update_pings = false;
}
// check which sockets need attention
const unsigned int num = m_selector.Wait(0.01f);
for (unsigned int i=0; i<num; ++i)
{
sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
// listening socket
if (ready_socket == m_socket)
{
sf::SocketTCP accept_socket;
m_socket.Accept(accept_socket);
m_crit.game.Enter(); // lock game state
const unsigned int error = OnConnect(accept_socket);
m_crit.game.Leave();
if (error)
{
sf::Packet spac;
spac << (MessageId)error;
// don't need to lock, this client isn't in the client map
accept_socket.Send(spac);
// TODO: not sure if client gets the message if i close right away
accept_socket.Close();
}
}
// client socket
else
{
sf::Packet rpac;
switch (ready_socket.Receive(rpac))
{
case sf::Socket::Done :
// if a bad packet is recieved, disconnect the client
if (0 == OnData(rpac, ready_socket))
break;
//case sf::Socket::Disconnected :
default :
m_crit.game.Enter(); // lock game state
OnDisconnect(ready_socket);
m_crit.game.Leave();
break;
}
}
}
}
// close listening socket and client sockets
{
std::map<sf::SocketTCP, Client>::reverse_iterator
i = m_players.rbegin(),
e = m_players.rend();
for ( ; i!=e; ++i)
i->second.socket.Close();
}
return;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
{
sf::Packet rpac;
// TODO: make this not hang / check if good packet
socket.Receive(rpac);
std::string npver;
rpac >> npver;
// dolphin netplay version
if (npver != NETPLAY_VERSION)
return CON_ERR_VERSION_MISMATCH;
// game is currently running
if (m_is_running)
return CON_ERR_GAME_RUNNING;
// too many players
if (m_players.size() >= 255)
return CON_ERR_SERVER_FULL;
// cause pings to be updated
m_update_pings = true;
Client player;
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
// give new client first available id
player.pid = 0;
std::map<sf::SocketTCP, Client>::const_iterator
i,
e = m_players.end();
for (PlayerId p = 1; 0 == player.pid; ++p)
{
for (i = m_players.begin(); ; ++i)
{
if (e == i)
{
player.pid = p;
break;
}
if (p == i->second.pid)
break;
}
}
// TODO: this is crappy
// try to automatically assign new user a pad
{
bool is_mapped[4] = {false,false,false,false};
for ( unsigned int m = 0; m<4; ++m)
{
for (i = m_players.begin(); i!=e; ++i)
{
if (i->second.pad_map[m] >= 0)
is_mapped[(unsigned)i->second.pad_map[m]] = true;
}
}
for ( unsigned int m = 0; m<4; ++m)
if (false == is_mapped[m])
{
player.pad_map[0] = m;
break;
}
}
// ENTER
m_crit.send.Enter();
// send join message to already connected clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.Clear();
spac << (MessageId)0;
spac << player.pid;
socket.Send(spac);
// send user their pad mapping
spac.Clear();
spac << (MessageId)NP_MSG_PAD_MAPPING;
spac << player.pid;
for (unsigned int pm = 0; pm<4; ++pm)
spac << player.pad_map[pm];
socket.Send(spac);
// send new client the selected game
spac.Clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
socket.Send(spac);
// sync values with new client
for (i = m_players.begin(); i!=e; ++i)
{
spac.Clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << i->second.pid << i->second.name << i->second.revision;
socket.Send(spac);
spac.Clear();
spac << (MessageId)NP_MSG_PAD_MAPPING;
spac << i->second.pid;
for (unsigned int pm = 0; pm<4; ++pm)
spac << i->second.pad_map[pm];
socket.Send(spac);
}
// LEAVE
m_crit.send.Leave();
// add client to the player list
m_crit.players.Enter(); // lock players
m_players[socket] = player;
m_crit.players.Leave();
// add client to selector/ used for receiving
m_selector.Add(socket);
UpdateGUI();
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
{
if (m_is_running)
{
PanicAlert("Client disconnect while game is running!! NetPlay is disabled. You manually stop the game.");
CritLocker game_lock(m_crit.game); // lock game state
m_is_running = false;
NetPlay_Disable();
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesnt need players lock
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << m_players[socket].pid;
m_selector.Remove(socket);
m_crit.players.Enter(); // lock players
m_players.erase(m_players.find(socket));
m_crit.players.Leave();
// alert other players of disconnect
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
UpdateGUI();
return 0;
}
// called from ---GUI--- thread and ---NETPLAY--- thread
u64 NetPlayServer::CalculateMinimumBufferTime()
{
CritLocker player_lock(m_crit.players);
std::map<sf::SocketTCP, Client>::const_iterator
i = m_players.begin(),
e = m_players.end();
std::priority_queue<unsigned int> pings;
for ( ;i!=e; ++i)
pings.push(i->second.ping);
unsigned int required_ms = pings.top();
// if there is more than 1 client, buffersize must be >= (2 highest ping times combined)
if (pings.size() > 1)
{
pings.pop();
required_ms += pings.top();
}
return required_ms;
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
{
CritLocker game_lock(m_crit.game); // lock game state
m_crit.buffer.Enter(); // lock buffer
m_target_buffer_size = size;
m_crit.buffer.Leave();
// tell clients to change buffer size
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
m_crit.players.Enter(); // lock players
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
m_crit.players.Leave();
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
{
MessageId mid;
packet >> mid;
// don't need lock because this is the only thread that modifies the players
// only need locks for writes to m_players in this thread
Client& player = m_players[socket];
switch (mid)
{
case NP_MSG_CHAT_MESSAGE :
{
std::string msg;
packet >> msg;
// send msg to other clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << player.pid;
spac << msg;
m_crit.send.Enter(); // lock send
SendToClients(spac, player.pid);
m_crit.send.Leave();
// add to gui
std::ostringstream ss;
ss << player.name << '[' << (char)(player.pid+'0') << "]: " << msg;
AppendChatGUI(ss.str());
}
break;
case NP_MSG_PAD_DATA :
{
m_crit.buffer.Enter(); // lock buffer
// if this is pad data from the last game still being received, ignore it
if (player.on_game != m_on_game)
break;
PadMapping map = 0;
NetPad np;
packet >> map >> np.nHi >> np.nLo;
// check if client's pad indeed maps in game
if (map >= 0 && map < 4)
map = player.pad_map[(unsigned)map];
else
map = -1;
// if not, they are hacking, so disconnect them
// this could happen right after a pad map change, but that isn't implimented yet
if (map < 0)
return 1;
// add to pad buffer
m_pad_buffer[(unsigned)map].push(np);
m_crit.buffer.Leave();
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << map; // in game mapping
spac << np.nHi << np.nLo;
m_crit.send.Enter(); // lock send
SendToClients(spac, player.pid);
m_crit.send.Leave();
}
break;
case NP_MSG_PONG :
{
const u32 ping = m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
//PanicAlert("good pong");
player.ping = ping;
}
UpdateGUI();
}
break;
case NP_MSG_START_GAME :
{
packet >> player.on_game;
}
break;
default :
PanicAlert("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
// unknown message, kick the client
return 1;
break;
}
return 0;
}
// called from ---GUI--- thread
void NetPlayServer::GetPlayerList(std::string &list)
{
CritLocker player_lock(m_crit.players);
std::ostringstream ss;
std::map<sf::SocketTCP, Client>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
ss << i->second.ToString() << " " << i->second.ping << "ms\n";
list = ss.str();
}
// called from ---GUI--- thread / and ---NETPLAY--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << (PlayerId)0; // server id always 0
spac << msg;
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
}
// called from ---GUI--- thread
bool NetPlayServer::ChangeGame(const std::string &game)
{
CritLocker game_lock(m_crit.game); // lock game state
m_selected_game = game;
// send changed game to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << game;
m_crit.players.Enter(); // lock players
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
m_crit.players.Leave();
return true;
}
// called from ---CPU--- thread
void NetPlayServer::SendPadState(const PadMapping local_nb, const NetPad& np)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << m_local_player->pad_map[local_nb]; // in-game pad num
spac << np.nHi << np.nLo;
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
}
// called from ---GUI--- thread
bool NetPlayServer::StartGame(const std::string &path)
{
m_crit.buffer.Enter(); // lock buffer
if (false == NetPlay::StartGame(path))
return false;
// TODO: i dont like this here
m_on_game = Common::Timer::GetTimeMs();
ClearBuffers();
m_crit.buffer.Leave();
// no change, just update with clients
AdjustPadBufferSize(m_target_buffer_size);
// tell clients to start game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_on_game;
m_crit.players.Enter(); // lock players
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.send.Leave();
m_crit.players.Leave();
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::StopGame()
{
if (false == NetPlay::StopGame())
return false;
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
m_crit.players.Enter(); // lock players
m_crit.send.Enter(); // lock send
SendToClients(spac);
m_crit.players.Leave();
m_crit.send.Leave();
return true;
}
// called from multiple threads
void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
{
std::map<sf::SocketTCP, Client>::iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
if (i->second.pid && (i->second.pid != skip_pid))
i->second.socket.Send(packet);
}