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:
parent
ec11685a66
commit
0c16bf279b
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#include "NetPlay.h"
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#include "NetWindow.h"
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// called from ---GUI--- thread
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NetPlayClient::~NetPlayClient()
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{
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if (is_connected)
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{
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m_do_loop = false;
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m_thread->WaitForDeath();
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delete m_thread;
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}
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}
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// called from ---GUI--- thread
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NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd)
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{
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m_dialog = npd;
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is_connected = false;
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// why is false successful? documentation says true is
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if (0 == m_socket.Connect(port, address))
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{
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// send connect message
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sf::Packet spac;
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spac << NETPLAY_VERSION;
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spac << NETPLAY_DOLPHIN_VER;
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spac << name;
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m_socket.Send(spac);
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sf::Packet rpac;
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// TODO: make this not hang
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m_socket.Receive(rpac);
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MessageId error;
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rpac >> error;
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// got error message
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if (error)
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{
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switch (error)
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{
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case CON_ERR_SERVER_FULL :
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PanicAlert("The server is full!");
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break;
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case CON_ERR_VERSION_MISMATCH :
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PanicAlert("The server and client's NetPlay versions are incompatible!");
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break;
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case CON_ERR_GAME_RUNNING :
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PanicAlert("The server responded: the game is currently running!");
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break;
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default :
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PanicAlert("The server sent an unknown error message!");
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break;
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}
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m_socket.Close();
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}
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else
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{
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rpac >> m_pid;
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Player player;
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player.name = name;
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player.pid = m_pid;
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player.revision = NETPLAY_DOLPHIN_VER;
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// add self to player list
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m_players[m_pid] = player;
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m_local_player = &m_players[m_pid];
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UpdateGUI();
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//PanicAlert("Connection successful: assigned player id: %d", m_pid);
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = new Common::Thread(NetPlayThreadFunc, this);
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}
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}
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else
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PanicAlert("Failed to Connect!");
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayClient::OnData(sf::Packet& packet)
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{
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MessageId mid;
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packet >> mid;
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switch (mid)
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{
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case NP_MSG_PLAYER_JOIN :
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{
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Player player;
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packet >> player.pid;
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packet >> player.name;
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packet >> player.revision;
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m_crit.players.Enter(); // lock players
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m_players[player.pid] = player;
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m_crit.players.Leave();
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UpdateGUI();
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}
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break;
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case NP_MSG_PLAYER_LEAVE :
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{
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PlayerId pid;
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packet >> pid;
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m_crit.players.Enter(); // lock players
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m_players.erase(m_players.find(pid));
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m_crit.players.Leave();
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UpdateGUI();
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}
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break;
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case NP_MSG_CHAT_MESSAGE :
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{
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PlayerId pid;
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packet >> pid;
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std::string msg;
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packet >> msg;
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// don't need lock to read in this thread
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const Player& player = m_players[pid];
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// add to gui
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std::ostringstream ss;
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ss << player.name << '[' << (char)(pid+'0') << "]: " << msg;
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AppendChatGUI(ss.str());
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}
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break;
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case NP_MSG_PAD_MAPPING :
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{
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PlayerId pid;
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packet >> pid;
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m_crit.players.Enter(); // lock players
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Player& player = m_players[pid];
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for (unsigned int i=0; i<4; ++i)
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packet >> player.pad_map[i];
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m_crit.players.Leave();
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UpdateGUI();
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}
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break;
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case NP_MSG_PAD_DATA :
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{
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PadMapping map = 0;
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NetPad np;
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packet >> map >> np.nHi >> np.nLo;
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// trusting server for good map value (>=0 && <4)
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// add to pad buffer
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m_crit.buffer.Enter(); // lock buffer
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m_pad_buffer[(unsigned)map].push(np);
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m_crit.buffer.Leave();
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}
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break;
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case NP_MSG_PAD_BUFFER :
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{
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u32 size = 0;
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packet >> size;
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m_crit.buffer.Enter(); // lock buffer
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m_target_buffer_size = size;
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m_crit.buffer.Leave();
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}
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break;
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case NP_MSG_CHANGE_GAME :
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{
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// lock here?
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m_crit.game.Enter(); // lock game state
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packet >> m_selected_game;
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m_crit.game.Leave();
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// update gui
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_CHANGE_GAME);
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// TODO: using a wxString in AddPendingEvent from another thread is unsafe i guess?
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evt.SetString(wxString(m_selected_game.c_str(), *wxConvCurrent));
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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break;
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case NP_MSG_START_GAME :
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{
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packet >> m_on_game;
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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break;
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case NP_MSG_STOP_GAME :
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{
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_STOP_GAME);
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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break;
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case NP_MSG_DISABLE_GAME :
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{
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PanicAlert("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
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CritLocker game_lock(m_crit.game); // lock game state
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m_is_running = false;
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NetPlay_Disable();
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}
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break;
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case NP_MSG_PING :
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{
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u32 ping_key = 0;
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packet >> ping_key;
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PONG;
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spac << ping_key;
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CritLocker send_lock(m_crit.send);
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m_socket.Send(spac);
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}
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break;
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default :
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PanicAlert("Unknown message received with id : %d", mid);
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break;
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}
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return 0;
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}
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// called from ---NETPLAY--- thread
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void NetPlayClient::Entry()
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{
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while (m_do_loop)
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{
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if (m_selector.Wait(0.01f))
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{
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sf::Packet rpac;
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switch (m_socket.Receive(rpac))
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{
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case sf::Socket::Done :
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OnData(rpac);
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break;
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//case sf::Socket::Disconnected :
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default :
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m_is_running = false;
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NetPlay_Disable();
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AppendChatGUI("< LOST CONNECION TO SERVER >");
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PanicAlert("Lost connection to server!");
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m_do_loop = false;
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break;
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}
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}
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}
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m_socket.Close();
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return;
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}
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// called from ---GUI--- thread
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void NetPlayClient::GetPlayerList(std::string &list)
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{
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CritLocker player_lock(m_crit.players); // lock players
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std::ostringstream ss;
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std::map<PlayerId, Player>::const_iterator
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i = m_players.begin(),
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e = m_players.end();
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for ( ; i!=e; ++i)
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ss << i->second.ToString() << '\n';
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list = ss.str();
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}
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// called from ---GUI--- thread
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void NetPlayClient::SendChatMessage(const std::string& msg)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << msg;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
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{
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// send to server
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << local_nb; // local pad num
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spac << np.nHi << np.nLo;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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}
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// called from ---GUI--- thread
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bool NetPlayClient::StartGame(const std::string &path)
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{
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m_crit.buffer.Enter(); // lock buffer
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if (false == NetPlay::StartGame(path))
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return false;
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// TODO: i dont like this here
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ClearBuffers();
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m_crit.buffer.Leave();
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// tell server i started the game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_START_GAME;
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spac << m_on_game;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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return true;
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}
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// called from ---GUI--- thread
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bool NetPlayClient::ChangeGame(const std::string &game)
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{
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// warning removal
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game.size();
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return true;
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}
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@ -0,0 +1,577 @@
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#include "NetPlay.h"
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#include "NetWindow.h"
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// called from ---GUI--- thread
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NetPlayServer::~NetPlayServer()
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{
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if (is_connected)
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{
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m_do_loop = false;
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m_thread->WaitForDeath();
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delete m_thread;
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}
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}
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// called from ---GUI--- thread
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NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd, const std::string& game)
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{
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m_dialog = npd;
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m_selected_game = game;
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m_update_pings = true;
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if (m_socket.Listen(port))
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{
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Client player;
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player.pid = 0;
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player.revision = NETPLAY_DOLPHIN_VER;
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player.socket = m_socket;
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player.name = name;
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// map local pad 1 to game pad 1
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player.pad_map[0] = 0;
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// add self to player list
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m_players[m_socket] = player;
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m_local_player = &m_players[m_socket];
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//PanicAlert("Listening");
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UpdateGUI();
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = new Common::Thread(NetPlayThreadFunc, this);
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}
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else
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is_connected = false;
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::Entry()
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{
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while (m_do_loop)
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{
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// update pings every so many seconds
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if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings)
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{
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//PanicAlert("sending pings");
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m_ping_key = Common::Timer::GetTimeMs();
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PING;
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spac << m_ping_key;
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CritLocker player_lock(m_crit.players);
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CritLocker send_lock(m_crit.send);
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m_ping_timer.Start();
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SendToClients(spac);
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m_update_pings = false;
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}
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// check which sockets need attention
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const unsigned int num = m_selector.Wait(0.01f);
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for (unsigned int i=0; i<num; ++i)
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{
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sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
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// listening socket
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if (ready_socket == m_socket)
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{
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sf::SocketTCP accept_socket;
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m_socket.Accept(accept_socket);
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m_crit.game.Enter(); // lock game state
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const unsigned int error = OnConnect(accept_socket);
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m_crit.game.Leave();
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if (error)
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{
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sf::Packet spac;
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spac << (MessageId)error;
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// don't need to lock, this client isn't in the client map
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accept_socket.Send(spac);
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// TODO: not sure if client gets the message if i close right away
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accept_socket.Close();
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}
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}
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// client socket
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else
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{
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sf::Packet rpac;
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switch (ready_socket.Receive(rpac))
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{
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case sf::Socket::Done :
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// if a bad packet is recieved, disconnect the client
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if (0 == OnData(rpac, ready_socket))
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break;
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//case sf::Socket::Disconnected :
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default :
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m_crit.game.Enter(); // lock game state
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OnDisconnect(ready_socket);
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m_crit.game.Leave();
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break;
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}
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}
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}
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}
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// close listening socket and client sockets
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{
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std::map<sf::SocketTCP, Client>::reverse_iterator
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i = m_players.rbegin(),
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e = m_players.rend();
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for ( ; i!=e; ++i)
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i->second.socket.Close();
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}
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return;
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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{
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sf::Packet rpac;
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// TODO: make this not hang / check if good packet
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socket.Receive(rpac);
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std::string npver;
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rpac >> npver;
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// dolphin netplay version
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if (npver != NETPLAY_VERSION)
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return CON_ERR_VERSION_MISMATCH;
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// game is currently running
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if (m_is_running)
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return CON_ERR_GAME_RUNNING;
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// too many players
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if (m_players.size() >= 255)
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return CON_ERR_SERVER_FULL;
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// cause pings to be updated
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m_update_pings = true;
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Client player;
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player.socket = socket;
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rpac >> player.revision;
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rpac >> player.name;
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// give new client first available id
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player.pid = 0;
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std::map<sf::SocketTCP, Client>::const_iterator
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i,
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e = m_players.end();
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for (PlayerId p = 1; 0 == player.pid; ++p)
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{
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for (i = m_players.begin(); ; ++i)
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{
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if (e == i)
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{
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player.pid = p;
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break;
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}
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if (p == i->second.pid)
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break;
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}
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}
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// TODO: this is crappy
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// try to automatically assign new user a pad
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{
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bool is_mapped[4] = {false,false,false,false};
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for ( unsigned int m = 0; m<4; ++m)
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{
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for (i = m_players.begin(); i!=e; ++i)
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{
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if (i->second.pad_map[m] >= 0)
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is_mapped[(unsigned)i->second.pad_map[m]] = true;
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}
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}
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for ( unsigned int m = 0; m<4; ++m)
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if (false == is_mapped[m])
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{
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player.pad_map[0] = m;
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break;
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}
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||||
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}
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// ENTER
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m_crit.send.Enter();
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// 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);
|
||||
}
|
Loading…
Reference in New Issue