#include "NetPlay.h" #include "NetWindow.h" // called from ---GUI--- thread NetPlayServer::~NetPlayServer() { if (is_connected) { m_do_loop = false; m_thread.join(); } } // 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]; //PanicAlertT("Listening"); UpdateGUI(); is_connected = true; m_selector.Add(m_socket); m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this); } else is_connected = false; } // called from ---NETPLAY--- thread void NetPlayServer::ThreadFunc() { while (m_do_loop) { // update pings every so many seconds if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings) { //PanicAlertT("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::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::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 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); } // LEAVE m_crit.send.Leave(); // add client to the player list m_crit.players.Enter(); // lock players m_players[socket] = player; m_crit.send.Enter(); // lock send UpdatePadMapping(); // sync pad mappings with everyone m_crit.send.Leave(); 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) { PanicAlertT("Client disconnect 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(); sf::Packet spac; spac << (MessageId)NP_MSG_DISABLE_GAME; // this thread doesnt need players lock CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_LEAVE; spac << m_players[socket].pid; m_selector.Remove(socket); CritLocker player_lock(m_crit.players); // lock players m_players.erase(m_players.find(socket)); // alert other players of disconnect CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); UpdateGUI(); return 0; } // called from ---GUI--- thread bool NetPlayServer::GetPadMapping(const int pid, int map[]) { CritLocker player_lock(m_crit.players); // lock players std::map::const_iterator i = m_players.begin(), e = m_players.end(); for (; i!=e; ++i) if (pid == i->second.pid) break; // player not found if (i == e) return false; // get pad mapping for (unsigned int m = 0; m<4; ++m) map[m] = i->second.pad_map[m]; return true; } // called from ---GUI--- thread bool NetPlayServer::SetPadMapping(const int pid, const int map[]) { CritLocker game_lock(m_crit.game); // lock game if (m_is_running) return false; CritLocker player_lock(m_crit.players); // lock players std::map::iterator i = m_players.begin(), e = m_players.end(); for (; i!=e; ++i) if (pid == i->second.pid) break; // player not found if (i == e) return false; Client& player = i->second; // set pad mapping for (unsigned int m = 0; m<4; ++m) { player.pad_map[m] = (PadMapping)map[m]; // remove duplicate mappings for (i = m_players.begin(); i!=e; ++i) for (unsigned int p = 0; p<4; ++p) if (p != m || i->second.pid != pid) if (player.pad_map[m] == i->second.pad_map[p]) i->second.pad_map[p] = -1; } CritLocker send_lock(m_crit.send); // lock send UpdatePadMapping(); // sync pad mappings with everyone UpdateGUI(); return true; } // called from ---NETPLAY--- thread void NetPlayServer::UpdatePadMapping() { std::map::const_iterator i = m_players.begin(), e = m_players.end(); for (; i!=e; ++i) { sf::Packet spac; spac << (MessageId)NP_MSG_PAD_MAPPING; spac << i->second.pid; for (unsigned int pm = 0; pm<4; ++pm) spac << i->second.pad_map[pm]; SendToClients(spac); } } // called from ---GUI--- thread and ---NETPLAY--- thread u64 NetPlayServer::CalculateMinimumBufferTime() { CritLocker player_lock(m_crit.players); std::map::const_iterator i = m_players.begin(), e = m_players.end(); std::priority_queue pings; for ( ;i!=e; ++i) pings.push(i->second.ping/2); 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_target_buffer_size = size; // tell clients to change buffer size sf::Packet spac; spac << (MessageId)NP_MSG_PAD_BUFFER; spac << (u32)m_target_buffer_size; CritLocker player_lock(m_crit.players); // lock players CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); } // 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 : { // 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; 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); // relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_PAD_DATA; spac << map; // in game mapping spac << np.nHi << np.nLo; CritLocker send_lock(m_crit.send); // lock send SendToClients(spac, player.pid); } 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) { //PanicAlertT("good pong"); player.ping = ping; } UpdateGUI(); } break; case NP_MSG_START_GAME : { packet >> player.current_game; } break; default : PanicAlertT("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, std::vector& pid_list) { CritLocker player_lock(m_crit.players); // lock players std::ostringstream ss; std::map::const_iterator i = m_players.begin(), e = m_players.end(); for ( ; i!=e; ++i) { ss << i->second.ToString() << " " << i->second.ping << "ms\n"; pid_list.push_back(i->second.pid); } 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; CritLocker player_lock(m_crit.players); // lock players CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); } // 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; CritLocker player_lock(m_crit.players); // lock players CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); 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; CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); } // called from ---GUI--- thread bool NetPlayServer::StartGame(const std::string &path) { CritLocker game_lock(m_crit.game); // lock game state if (false == NetPlay::StartGame(path)) return false; // TODO: i dont like this here m_current_game = Common::Timer::GetTimeMs(); // 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_current_game; CritLocker player_lock(m_crit.players); // lock players CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); 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; CritLocker player_lock(m_crit.players); // lock players CritLocker send_lock(m_crit.send); // lock send SendToClients(spac); return true; } // called from multiple threads void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid) { std::map::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); }