Switched tcp over to enet

This commit is contained in:
Ziek 2015-02-02 01:27:06 -08:00
parent 3f367c22ee
commit 461a54338b
5 changed files with 622 additions and 481 deletions

View File

@ -482,6 +482,9 @@
<ProjectReference Include="$(CoreDir)VideoCommon\VideoCommon.vcxproj">
<Project>{3de9ee35-3e91-4f27-a014-2866ad8c3fe3}</Project>
</ProjectReference>
<ProjectReference Include="..\..\..\Externals\enet\enet.vcxproj">
<Project>{cbc76802-c128-4b17-bf6c-23b08c313e5e}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -4,8 +4,6 @@
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/HW/EXI_DeviceIPL.h"
#include "Core/HW/SI.h"
#include "Core/HW/SI_DeviceDanceMat.h"
@ -15,7 +13,8 @@
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IPC_HLE/WII_IPC_HLE_Device_usb.h"
#include "Core/IPC_HLE/WII_IPC_HLE_WiiMote.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
static std::mutex crit_netplay_client;
static NetPlayClient * netplay_client = nullptr;
@ -33,72 +32,60 @@ NetPlayClient::~NetPlayClient()
m_do_loop = false;
m_thread.join();
}
if (m_server)
{
Disconnect();
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name) : m_dialog(dialog), m_is_running(false), m_do_loop(true)
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name)
: m_dialog(dialog)
, m_client(nullptr)
, m_server(nullptr)
, m_is_running(false)
, m_do_loop(true)
, m_target_buffer_size()
, m_local_player(nullptr)
, m_current_game(0)
, m_is_recording(false)
, m_pid(0)
, m_connecting(false)
{
m_target_buffer_size = 20;
ClearBuffers();
is_connected = false;
if (m_socket.connect(address, port, sf::seconds(5)) == sf::Socket::Done)
m_player_name = name;
//Direct Connection
m_client = enet_host_create(nullptr, 1, 3, 0, 0);
if (m_client == nullptr)
{
// send connect message
sf::Packet spac;
spac << NETPLAY_VERSION;
spac << netplay_dolphin_ver;
spac << name;
m_socket.send(spac);
PanicAlertT("Couldn't Create Client");
}
sf::Packet rpac;
// TODO: make this not hang
m_socket.receive(rpac);
MessageId error;
rpac >> error;
ENetAddress addr;
enet_address_set_host(&addr, address.c_str());
addr.port = port;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL :
PanicAlertT("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH :
PanicAlertT("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING :
PanicAlertT("The server responded: the game is currently running!");
break;
default :
PanicAlertT("The server sent an unknown error message!");
break;
}
m_socket.disconnect();
}
else
{
rpac >> m_pid;
m_server = enet_host_connect(m_client, &addr, 3, 0);
Player player;
player.name = name;
player.pid = m_pid;
player.revision = netplay_dolphin_ver;
if (m_server == nullptr)
{
PanicAlertT("Couldn't create peer.");
}
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
m_dialog->Update();
//PanicAlertT("Connection successful: assigned player id: %d", m_pid);
is_connected = true;
m_selector.add(m_socket);
ENetEvent netEvent;
int net = enet_host_service(m_client, &netEvent, 5000);
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
{
if (Connect())
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
@ -106,6 +93,73 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
}
}
bool NetPlayClient::Connect()
{
// send connect message
sf::Packet spac;
spac << NETPLAY_VERSION;
spac << netplay_dolphin_ver;
spac << m_player_name;
Send(spac);
enet_host_flush(m_client);
sf::Packet rpac;
// TODO: make this not hang
ENetEvent netEvent;
if (enet_host_service(m_client, &netEvent, 5000) > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
{
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
}
else
{
return false;
}
MessageId error;
rpac >> error;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL:
PanicAlertT("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH:
PanicAlertT("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING:
PanicAlertT("The server responded: the game is currently running!");
break;
default:
PanicAlertT("The server sent an unknown error message!");
break;
}
Disconnect();
return false;
}
else
{
rpac >> m_pid;
Player player;
player.name = m_player_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];
m_dialog->Update();
is_connected = true;
return true;
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
@ -114,135 +168,135 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
switch (mid)
{
case NP_MSG_PLAYER_JOIN :
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
case NP_MSG_PLAYER_JOIN:
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
{
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players[player.pid] = player;
}
m_dialog->Update();
}
break;
case NP_MSG_PLAYER_LEAVE :
m_dialog->Update();
}
break;
case NP_MSG_PLAYER_LEAVE:
{
PlayerId pid;
packet >> pid;
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.erase(m_players.find(pid));
}
m_dialog->Update();
}
break;
case NP_MSG_CHAT_MESSAGE :
m_dialog->Update();
}
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;
m_dialog->AppendChat(ss.str());
}
break;
case NP_MSG_PAD_MAPPING:
{
for (PadMapping& mapping : m_pad_map)
{
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;
m_dialog->AppendChat(ss.str());
packet >> mapping;
}
break;
case NP_MSG_PAD_MAPPING :
UpdateDevices();
m_dialog->Update();
}
break;
case NP_MSG_WIIMOTE_MAPPING:
{
for (PadMapping& mapping : m_wiimote_map)
{
for (PadMapping& mapping : m_pad_map)
{
packet >> mapping;
}
UpdateDevices();
m_dialog->Update();
packet >> mapping;
}
break;
case NP_MSG_WIIMOTE_MAPPING :
m_dialog->Update();
}
break;
case NP_MSG_PAD_DATA:
{
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
// trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer[map].Push(pad);
}
break;
case NP_MSG_WIIMOTE_DATA:
{
PadMapping map = 0;
NetWiimote nw;
u8 size;
packet >> map >> size;
nw.resize(size);
u8* data = new u8[size];
for (unsigned int i = 0; i < size; ++i)
packet >> data[i];
nw.assign(data, data + size);
delete[] data;
// trusting server for good map value (>=0 && <4)
// add to Wiimote buffer
m_wiimote_buffer[(unsigned)map].Push(nw);
}
break;
case NP_MSG_PAD_BUFFER:
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
}
break;
case NP_MSG_CHANGE_GAME:
{
{
for (PadMapping& mapping : m_wiimote_map)
{
packet >> mapping;
}
m_dialog->Update();
}
break;
case NP_MSG_PAD_DATA :
{
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
// trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer[map].Push(pad);
}
break;
case NP_MSG_WIIMOTE_DATA :
{
PadMapping map = 0;
NetWiimote nw;
u8 size;
packet >> map >> size;
nw.resize(size);
u8* data = new u8[size];
for (unsigned int i = 0; i < size; ++i)
packet >> data[i];
nw.assign(data,data+size);
delete[] data;
// trusting server for good map value (>=0 && <4)
// add to Wiimote buffer
m_wiimote_buffer[(unsigned)map].Push(nw);
}
break;
case NP_MSG_PAD_BUFFER :
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
}
break;
case NP_MSG_CHANGE_GAME :
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_selected_game;
}
// update gui
m_dialog->OnMsgChangeGame(m_selected_game);
}
break;
case NP_MSG_START_GAME :
// update gui
m_dialog->OnMsgChangeGame(m_selected_game);
}
break;
case NP_MSG_START_GAME:
{
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_current_game;
packet >> g_NetPlaySettings.m_CPUthread;
@ -252,62 +306,63 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
packet >> g_NetPlaySettings.m_WriteToMemcard;
packet >> g_NetPlaySettings.m_OCEnable;
packet >> g_NetPlaySettings.m_OCFactor;
int tmp;
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices) tmp;
g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices)tmp;
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices) tmp;
}
m_dialog->OnMsgStartGame();
g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices)tmp;
}
break;
case NP_MSG_STOP_GAME :
{
m_dialog->OnMsgStopGame();
}
break;
m_dialog->OnMsgStartGame();
}
break;
case NP_MSG_DISABLE_GAME :
{
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
NetPlay_Disable();
}
break;
case NP_MSG_STOP_GAME:
{
m_dialog->OnMsgStopGame();
}
break;
case NP_MSG_PING :
{
u32 ping_key = 0;
packet >> ping_key;
case NP_MSG_DISABLE_GAME:
{
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
NetPlay_Disable();
}
break;
sf::Packet spac;
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
case NP_MSG_PING:
{
u32 ping_key = 0;
packet >> ping_key;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.send(spac);
}
break;
sf::Packet spac;
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
}
break;
case NP_MSG_PLAYER_PING_DATA:
{
PlayerId pid;
packet >> pid;
{
PlayerId pid;
packet >> pid;
{
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
m_dialog->Update();
}
break;
default :
m_dialog->Update();
}
break;
default:
PanicAlertT("Unknown message received with id : %d", mid);
break;
@ -316,34 +371,70 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
return 0;
}
void NetPlayClient::Send(sf::Packet& packet)
{
ENetPacket* epac = enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(m_server, 0, epac);
}
void NetPlayClient::Disconnect()
{
ENetEvent netEvent;
enet_peer_disconnect(m_server, 0);
while (enet_host_service(m_client, &netEvent, 3000) > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_RECEIVE:
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_server = nullptr;
return;
}
}
//didn't disconnect gracefully force disconnect
enet_peer_reset(m_server);
m_server = nullptr;
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
while (m_do_loop)
{
if (m_selector.wait(sf::milliseconds(10)))
ENetEvent netEvent;
int net;
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
net = enet_host_service(m_client, &netEvent, 4);
}
if (net > 0)
{
sf::Packet rpac;
switch (m_socket.receive(rpac))
switch (netEvent.type)
{
case sf::Socket::Done :
case ENET_EVENT_TYPE_RECEIVE:
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
OnData(rpac);
break;
//case sf::Socket::Disconnected :
default :
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_is_running = false;
NetPlay_Disable();
m_dialog->AppendChat("< LOST CONNECTION TO SERVER >");
PanicAlertT("Lost connection to server!");
m_do_loop = false;
netEvent.peer->data = nullptr;
break;
}
}
}
m_socket.disconnect();
Disconnect();
return;
}
@ -357,7 +448,7 @@ void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
for (; i != e; ++i)
{
const Player *player = &(i->second);
ss << player->name << "[" << (int)player->pid << "] : " << player->revision << " | ";
@ -389,7 +480,7 @@ void NetPlayClient::GetPlayers(std::vector<const Player *> &player_list)
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
for (; i != e; ++i)
{
const Player *player = &(i->second);
player_list.push_back(player);
@ -405,7 +496,7 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
spac << msg;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.send(spac);
Send(spac);
}
// called from ---CPU--- thread
@ -418,7 +509,7 @@ void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus
spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.send(spac);
Send(spac);
}
// called from ---CPU--- thread
@ -435,7 +526,7 @@ void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiim
}
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.send(spac);
Send(spac);
}
// called from ---GUI--- thread
@ -450,7 +541,7 @@ bool NetPlayClient::StartGame(const std::string &path)
spac << (char *)&g_NetPlaySettings;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.send(spac);
Send(spac);
if (m_is_running)
{
@ -529,7 +620,7 @@ void NetPlayClient::UpdateDevices()
void NetPlayClient::ClearBuffers()
{
// clear pad buffers, Clear method isn't thread safe
for (unsigned int i=0; i<4; ++i)
for (unsigned int i = 0; i<4; ++i)
{
while (m_pad_buffer[i].Size())
m_pad_buffer[i].Pop();
@ -616,44 +707,44 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
{
NetWiimote nw;
static u8 previousSize[4] = {4,4,4,4};
static u8 previousSize[4] = { 4, 4, 4, 4 };
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
// in game mapping for this local Wiimote
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
// does this local Wiimote map in game?
if (in_game_num < 4)
{
if (previousSize[in_game_num] == size)
// in game mapping for this local Wiimote
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
// does this local Wiimote map in game?
if (in_game_num < 4)
{
nw.assign(data, data + size);
do
if (previousSize[in_game_num] == size)
{
// add to buffer
m_wiimote_buffer[in_game_num].Push(nw);
nw.assign(data, data + size);
do
{
// add to buffer
m_wiimote_buffer[in_game_num].Push(nw);
SendWiimoteState(in_game_num, nw);
} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size * 200 / 120); // TODO: add a seperate setting for wiimote buffer?
}
else
{
while (m_wiimote_buffer[in_game_num].Size() > 0)
{
// Reporting mode changed, so previous buffer is no good.
m_wiimote_buffer[in_game_num].Pop();
SendWiimoteState(in_game_num, nw);
} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size * 200 / 120); // TODO: add a seperate setting for wiimote buffer?
}
nw.resize(size, 0);
else
{
while (m_wiimote_buffer[in_game_num].Size() > 0)
{
// Reporting mode changed, so previous buffer is no good.
m_wiimote_buffer[in_game_num].Pop();
}
nw.resize(size, 0);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
previousSize[in_game_num] = size;
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
previousSize[in_game_num] = size;
}
}
}
} // unlock players
@ -753,7 +844,7 @@ void NetPlayClient::Stop()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
m_socket.send(spac);
Send(spac);
}
}
@ -844,7 +935,7 @@ u32 CEXIIPL::NetPlay_GetGCTime()
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return NETPLAY_INITIAL_GCTIME; // watev
return NETPLAY_INITIAL_GCTIME;
else
return 0;
}

View File

@ -8,16 +8,14 @@
#include <queue>
#include <sstream>
#include <SFML/Network.hpp>
#include "enet/enet.h"
#include "Common/CommonTypes.h"
#include "Common/FifoQueue.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/NetPlayProto.h"
#include "InputCommon/GCPadStatus.h"
#include <SFML/Network/Packet.hpp>
class NetPlayUI
{
@ -38,7 +36,7 @@ public:
class Player
{
public:
public:
PlayerId pid;
std::string name;
std::string revision;
@ -87,9 +85,10 @@ protected:
Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
NetPlayUI* m_dialog;
sf::TcpSocket m_socket;
std::thread m_thread;
sf::SocketSelector m_selector;
ENetHost* m_client;
ENetPeer* m_server;
std::thread m_thread;
std::string m_selected_game;
volatile bool m_is_running;
@ -111,9 +110,17 @@ private:
void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
unsigned int OnData(sf::Packet& packet);
void Send(sf::Packet& packet);
void Disconnect();
bool Connect();
void OnTraversalDisconnect(int fail);
PlayerId m_pid;
std::map<PlayerId, Player> m_players;
std::string m_host_spec;
std::string m_player_name;
bool m_connecting;
};
void NetPlay_Enable(NetPlayClient* const np);

View File

@ -7,6 +7,8 @@
#include "Common/StdMakeUnique.h"
#include "Common/StringUtil.h"
#include "Core/HW/EXI_DeviceIPL.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "Core/NetPlayServer.h"
#include "InputCommon/GCPadStatus.h"
@ -16,7 +18,7 @@ NetPlayServer::~NetPlayServer()
{
m_do_loop = false;
m_thread.join();
m_socket.close();
enet_host_destroy(m_server);
}
#ifdef USE_UPNP
@ -28,15 +30,35 @@ NetPlayServer::~NetPlayServer()
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running(false)
NetPlayServer::NetPlayServer(const u16 port)
: is_connected(false)
, m_is_running(false)
, m_do_loop(false)
, m_ping_key(0)
, m_update_pings(false)
, m_current_game(0)
, m_target_buffer_size(0)
, m_selected_game("")
, m_server(nullptr)
{
//--use server time
if (enet_initialize() != 0)
{
PanicAlertT("Enet Didn't Initialize");
}
memset(m_pad_map, -1, sizeof(m_pad_map));
memset(m_wiimote_map, -1, sizeof(m_wiimote_map));
if (m_socket.listen(port) == sf::Socket::Done)
ENetAddress serverAddr;
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, 3, 0, 0);
if (m_server != nullptr)
{
is_connected = true;
m_do_loop = true;
m_selector.add(m_socket);
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
}
@ -48,10 +70,9 @@ void NetPlayServer::ThreadFunc()
while (m_do_loop)
{
// update pings every so many seconds
if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
{
//PanicAlertT("Sending pings");
m_ping_key = Common::Timer::GetTimeMs();
sf::Packet spac;
@ -61,23 +82,26 @@ void NetPlayServer::ThreadFunc()
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_ping_timer.Start();
SendToClients(spac);
m_update_pings = false;
}
// check if any sockets need attention
if (m_selector.wait(sf::milliseconds(10)))
ENetEvent netEvent;
int net;
{
// listening socket
if (m_selector.isReady(m_socket))
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
net = enet_host_service(m_server, &netEvent, 4);
}
if (net > 0)
{
switch (netEvent.type)
{
auto accept_socket = std::make_unique<sf::TcpSocket>();
m_socket.accept(*accept_socket);
case ENET_EVENT_TYPE_CONNECT:
{
ENetPeer* accept_peer = netEvent.peer;
unsigned int error;
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(accept_socket);
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(accept_peer);
}
if (error)
@ -85,51 +109,61 @@ void NetPlayServer::ThreadFunc()
sf::Packet spac;
spac << (MessageId)error;
// don't need to lock, this client isn't in the client map
accept_socket->send(spac);
accept_socket->disconnect();
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(accept_peer, spac);
enet_peer_disconnect(accept_peer, 0);
}
}
// client sockets
for (auto it = m_players.begin(); it != m_players.end();)
break;
case ENET_EVENT_TYPE_RECEIVE:
{
// move iterator on immediately so client can be removed
Client& client = *it;
it++;
sf::Packet rpac;
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
if (m_selector.isReady(*client.socket))
auto it = m_players.find(netEvent.peer->connectID);
Client& client = it->second;
if (OnData(rpac, client) != 0)
{
sf::Packet rpac;
switch (client.socket->receive(rpac))
{
case sf::Socket::Done :
// if a bad packet is received, disconnect the client
if (0 == OnData(rpac, client))
break;
//case sf::Socket::Disconnected :
default :
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
break;
}
}
// if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
}
enet_packet_destroy(netEvent.packet);
}
break;
case ENET_EVENT_TYPE_DISCONNECT:
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
auto it = m_players.find(netEvent.peer->connectID);
if (it != m_players.end())
{
Client& client = it->second;
OnDisconnect(client);
netEvent.peer->data = nullptr;
}
}
break;
}
}
}
// close listening socket and client sockets
for (auto& player_entry : m_players)
player_entry.socket->disconnect();
enet_peer_disconnect(player_entry.second.socket, 0);
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& socket)
unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
{
sf::Packet rpac;
// TODO: make this not hang / check if good packet
socket->receive(rpac);
ENetPacket* epack;
do
{
epack = enet_peer_receive(socket, 0);
} while (epack == nullptr);
rpac.append(epack->data, epack->dataLength);
std::string npver;
rpac >> npver;
@ -149,15 +183,17 @@ unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& socket)
m_update_pings = true;
Client player;
player.socket = std::move(socket);
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
enet_packet_destroy(epack);
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->pid == pid)
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
@ -176,56 +212,53 @@ unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& socket)
}
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
// 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;
player.socket->send(spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
player.socket->send(spac);
}
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
player.socket->send(spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
// send join message to already connected clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.pid << p.name << p.revision;
player.socket->send(spac);
}
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;
Send(player.socket, spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
Send(player.socket, spac);
}
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
}
} // unlock send
// add client to selector/ used for receiving
m_selector.add(*player.socket);
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.push_back(std::move(player));
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.emplace(player.socket->connectID, player);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
return 0;
@ -260,10 +293,12 @@ unsigned int NetPlayServer::OnDisconnect(Client& player)
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
m_selector.remove(*player.socket);
enet_peer_disconnect(player.socket, 0);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.remove(player);
auto it = m_players.find(player.pid);
if (it != m_players.end())
m_players.erase(it);
// alert other players of disconnect
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
@ -371,124 +406,124 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
switch (mid)
{
case NP_MSG_CHAT_MESSAGE :
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;
{
std::string msg;
packet >> msg;
// send msg to other clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << player.pid;
spac << msg;
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
}
break;
case NP_MSG_PAD_DATA :
{
// if this is pad data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
// If the data is not from the correct player,
// then disconnect them.
if (m_pad_map[map] != player.pid)
return 1;
// Relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
break;
}
break;
case NP_MSG_WIIMOTE_DATA :
case NP_MSG_PAD_DATA:
{
// if this is pad data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
// If the data is not from the correct player,
// then disconnect them.
if (m_pad_map[map] != player.pid)
return 1;
// Relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
break;
case NP_MSG_WIIMOTE_DATA:
{
// if this is Wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadMapping map = 0;
u8 size;
packet >> map >> size;
std::vector<u8> data(size);
for (size_t i = 0; i < data.size(); ++i)
packet >> data[i];
// If the data is not from the correct player,
// then disconnect them.
if (m_wiimote_map[map] != player.pid)
{
// if this is Wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadMapping map = 0;
u8 size;
packet >> map >> size;
std::vector<u8> data(size);
for (size_t i = 0; i < data.size(); ++i)
packet >> data[i];
// If the data is not from the correct player,
// then disconnect them.
if (m_wiimote_map[map] != player.pid)
{
return 1;
}
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << map;
spac << size;
for (const u8& byte : data)
spac << byte;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
return 1;
}
break;
case NP_MSG_PONG :
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << map;
spac << size;
for (const u8& byte : data)
spac << byte;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
break;
case NP_MSG_PONG:
{
const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
player.ping = ping;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
spac << player.pid;
spac << player.ping;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
player.ping = ping;
}
break;
case NP_MSG_START_GAME :
{
packet >> player.current_game;
}
break;
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
spac << player.pid;
spac << player.ping;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
}
break;
case NP_MSG_START_GAME:
{
packet >> player.current_game;
}
break;
case NP_MSG_STOP_GAME:
{
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
{
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
m_is_running = false;
}
break;
m_is_running = false;
}
break;
default :
default:
PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
// unknown message, kick the client
return 1;
@ -573,25 +608,36 @@ void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
{
for (auto& p : m_players)
{
if (p.pid && p.pid != skip_pid)
if (p.second.pid && p.second.pid != skip_pid)
{
p.socket->send(packet);
Send(p.second.socket, packet);
}
}
}
void NetPlayServer::KickPlayer(u8 player)
void NetPlayServer::Send(ENetPeer* socket, sf::Packet& packet)
{
ENetPacket* epac = enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(socket, 0, epac);
}
void NetPlayServer::KickPlayer(PlayerId player)
{
for (auto& current_player : m_players)
{
if (current_player.pid == player)
if (current_player.second.pid == player)
{
current_player.socket->disconnect();
enet_peer_disconnect(current_player.second.socket, 0);
return;
}
}
}
u16 NetPlayServer::GetPort()
{
return m_server->address.port;
}
#ifdef USE_UPNP
#include <miniwget.h>
#include <miniupnpc.h>
@ -615,7 +661,11 @@ void NetPlayServer::TryPortmapping(u16 port)
// UPnP thread: try to map a port
void NetPlayServer::mapPortThread(const u16 port)
{
std::string ourIP = sf::IpAddress::getLocalAddress().toString();
ENetAddress adr;
char cIP[20];
enet_address_get_host_ip(&adr, cIP, 20);
std::string ourIP(cIP);
if (!m_upnp_inited)
if (!initUPnP())
@ -677,7 +727,7 @@ bool NetPlayServer::initUPnP()
for (const UPNPDev* dev : igds)
{
char* descXML = (char*) miniwget(dev->descURL, &descXMLsize, 0);
char* descXML = (char*)miniwget(dev->descURL, &descXMLsize, 0);
if (descXML)
{
parserootdesc(descXML, descXMLsize, &m_upnp_data);
@ -708,9 +758,9 @@ bool NetPlayServer::UPnPMapPort(const std::string& addr, const u16 port)
std::string port_str = StringFromFormat("%d", port);
int result = UPNP_AddPortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype,
port_str.c_str(), port_str.c_str(), addr.c_str(),
(std::string("dolphin-emu TCP on ") + addr).c_str(),
"TCP", nullptr, nullptr);
port_str.c_str(), port_str.c_str(), addr.c_str(),
(std::string("dolphin-emu TCP on ") + addr).c_str(),
"TCP", nullptr, nullptr);
if (result != 0)
return false;
@ -732,7 +782,7 @@ bool NetPlayServer::UPnPUnmapPort(const u16 port)
{
std::string port_str = StringFromFormat("%d", port);
UPNP_DeletePortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype,
port_str.c_str(), "TCP", nullptr);
port_str.c_str(), "TCP", nullptr);
return true;
}

View File

@ -7,15 +7,13 @@
#include <map>
#include <queue>
#include <sstream>
#include <unordered_set>
#include <SFML/Network.hpp>
#include "Common/CommonTypes.h"
#include "Common/CommonTypes.h"
#include "enet/enet.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/NetPlayProto.h"
#include <SFML/Network/Packet.hpp>
class NetPlayServer
{
@ -40,7 +38,9 @@ public:
void AdjustPadBufferSize(unsigned int size);
void KickPlayer(u8 player);
void KickPlayer(PlayerId player);
u16 GetPort();
bool is_connected;
@ -56,20 +56,10 @@ private:
std::string name;
std::string revision;
std::unique_ptr<sf::TcpSocket> socket;
ENetPeer* socket;
u32 ping;
u32 current_game;
// VS2013 does not generate the right constructors here automatically
// like GCC does, so we implement them manually
Client() = default;
Client(const Client& other) = delete;
Client(Client&& other)
: pid(other.pid), name(std::move(other.name)), revision(std::move(other.revision)),
socket(std::move(other.socket)), ping(other.ping), current_game(other.current_game)
{
}
bool operator==(const Client& other) const
{
return this == &other;
@ -77,7 +67,8 @@ private:
};
void SendToClients(sf::Packet& packet, const PlayerId skip_pid = 0);
unsigned int OnConnect(std::unique_ptr<sf::TcpSocket>& socket);
void Send(ENetPeer* socket, sf::Packet& packet);
unsigned int OnConnect(ENetPeer* socket);
unsigned int OnDisconnect(Client& player);
unsigned int OnData(sf::Packet& packet, Client& player);
void UpdatePadMapping();
@ -95,7 +86,7 @@ private:
PadMapping m_pad_map[4];
PadMapping m_wiimote_map[4];
std::list<Client> m_players;
std::map<u32, Client> m_players;
struct
{
@ -105,10 +96,9 @@ private:
} m_crit;
std::string m_selected_game;
sf::TcpListener m_socket;
std::thread m_thread;
sf::SocketSelector m_selector;
ENetHost* m_server;
#ifdef USE_UPNP
static void mapPortThread(const u16 port);