NetPlayClient: Make m_state private
Also turns it into an enum class.
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102672a797
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1d8ff504a5
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@ -59,8 +59,7 @@ NetPlayClient::~NetPlayClient()
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// called from ---GUI--- thread
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NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, const std::string& centralServer, u16 centralPort)
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: m_state(Failure)
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, m_dialog(dialog)
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: m_dialog(dialog)
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, m_client(nullptr)
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, m_server(nullptr)
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, m_is_running(false)
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@ -134,7 +133,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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m_traversal_client->ReconnectToServer();
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m_traversal_client->m_Client = this;
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m_host_spec = address;
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m_state = WaitingForTraversalClientConnection;
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m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
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OnTraversalStateChanged();
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m_connecting = true;
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@ -156,7 +155,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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m_server = netEvent.peer;
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if (Connect())
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{
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m_state = Connected;
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m_connection_state = ConnectionState::Connected;
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m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
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}
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return;
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@ -501,7 +500,7 @@ void NetPlayClient::Disconnect()
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{
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ENetEvent netEvent;
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m_connecting = false;
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m_state = Failure;
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m_connection_state = ConnectionState::Failure;
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if (m_server)
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enet_peer_disconnect(m_server, 0);
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else
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@ -766,13 +765,13 @@ void NetPlayClient::ClearBuffers()
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// called from ---NETPLAY--- thread
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void NetPlayClient::OnTraversalStateChanged()
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{
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if (m_state == WaitingForTraversalClientConnection &&
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if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
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m_traversal_client->m_State == TraversalClient::Connected)
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{
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m_state = WaitingForTraversalClientConnectReady;
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m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
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m_traversal_client->ConnectToClient(m_host_spec);
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}
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else if (m_state != Failure &&
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else if (m_connection_state != ConnectionState::Failure &&
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m_traversal_client->m_State == TraversalClient::Failure)
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{
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Disconnect();
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@ -782,9 +781,9 @@ void NetPlayClient::OnTraversalStateChanged()
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// called from ---NETPLAY--- thread
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void NetPlayClient::OnConnectReady(ENetAddress addr)
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{
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if (m_state == WaitingForTraversalClientConnectReady)
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if (m_connection_state == ConnectionState::WaitingForTraversalClientConnectReady)
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{
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m_state = Connecting;
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m_connection_state = ConnectionState::Connecting;
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enet_host_connect(m_client, &addr, 0, 0);
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}
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}
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@ -793,7 +792,7 @@ void NetPlayClient::OnConnectReady(ENetAddress addr)
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void NetPlayClient::OnConnectFailed(u8 reason)
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{
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m_connecting = false;
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m_state = Failure;
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m_connection_state = ConnectionState::Failure;
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switch (reason)
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{
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case TraversalConnectFailedClientDidntRespond:
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@ -80,16 +80,6 @@ public:
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static void SendTimeBase();
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enum State
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{
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WaitingForTraversalClientConnection,
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WaitingForTraversalClientConnectReady,
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Connecting,
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WaitingForHelloResponse,
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Connected,
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Failure
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} m_state;
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protected:
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void ClearBuffers();
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@ -128,6 +118,16 @@ protected:
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bool m_is_recording;
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private:
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enum class ConnectionState
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{
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WaitingForTraversalClientConnection,
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WaitingForTraversalClientConnectReady,
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Connecting,
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WaitingForHelloResponse,
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Connected,
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Failure
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};
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void UpdateDevices();
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void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
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void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
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@ -137,6 +137,7 @@ private:
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bool Connect();
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bool m_is_connected = false;
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ConnectionState m_connection_state = ConnectionState::Failure;
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PlayerId m_pid;
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std::map<PlayerId, Player> m_players;
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