339 lines
6.6 KiB
C++
339 lines
6.6 KiB
C++
#include "NetPlay.h"
|
|
#include "NetWindow.h"
|
|
|
|
// called from ---GUI--- thread
|
|
NetPlayClient::~NetPlayClient()
|
|
{
|
|
if (is_connected)
|
|
{
|
|
m_do_loop = false;
|
|
m_thread->WaitForDeath();
|
|
delete m_thread;
|
|
}
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd)
|
|
{
|
|
m_dialog = npd;
|
|
is_connected = false;
|
|
|
|
// why is false successful? documentation says true is
|
|
if (0 == m_socket.Connect(port, address, 5))
|
|
{
|
|
// send connect message
|
|
sf::Packet spac;
|
|
spac << NETPLAY_VERSION;
|
|
spac << netplay_dolphin_ver;
|
|
spac << name;
|
|
m_socket.Send(spac);
|
|
|
|
sf::Packet rpac;
|
|
// TODO: make this not hang
|
|
m_socket.Receive(rpac);
|
|
MessageId error;
|
|
rpac >> error;
|
|
|
|
// got error message
|
|
if (error)
|
|
{
|
|
switch (error)
|
|
{
|
|
case CON_ERR_SERVER_FULL :
|
|
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.Close();
|
|
}
|
|
else
|
|
{
|
|
rpac >> m_pid;
|
|
|
|
Player player;
|
|
player.name = name;
|
|
player.pid = m_pid;
|
|
player.revision = netplay_dolphin_ver;
|
|
|
|
// add self to player list
|
|
m_players[m_pid] = player;
|
|
m_local_player = &m_players[m_pid];
|
|
|
|
UpdateGUI();
|
|
|
|
//PanicAlertT("Connection successful: assigned player id: %d", m_pid);
|
|
is_connected = true;
|
|
|
|
m_selector.Add(m_socket);
|
|
m_thread = new Common::Thread(NetPlayThreadFunc, this);
|
|
}
|
|
}
|
|
else
|
|
PanicAlertT("Failed to Connect!");
|
|
|
|
}
|
|
|
|
// called from ---NETPLAY--- thread
|
|
unsigned int NetPlayClient::OnData(sf::Packet& packet)
|
|
{
|
|
MessageId mid;
|
|
packet >> mid;
|
|
|
|
switch (mid)
|
|
{
|
|
case NP_MSG_PLAYER_JOIN :
|
|
{
|
|
Player player;
|
|
packet >> player.pid;
|
|
packet >> player.name;
|
|
packet >> player.revision;
|
|
|
|
m_crit.players.Enter(); // lock players
|
|
m_players[player.pid] = player;
|
|
m_crit.players.Leave();
|
|
|
|
UpdateGUI();
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_PLAYER_LEAVE :
|
|
{
|
|
PlayerId pid;
|
|
packet >> pid;
|
|
|
|
m_crit.players.Enter(); // lock players
|
|
m_players.erase(m_players.find(pid));
|
|
m_crit.players.Leave();
|
|
|
|
UpdateGUI();
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_CHAT_MESSAGE :
|
|
{
|
|
PlayerId pid;
|
|
packet >> pid;
|
|
std::string msg;
|
|
packet >> msg;
|
|
|
|
// don't need lock to read in this thread
|
|
const Player& player = m_players[pid];
|
|
|
|
// add to gui
|
|
std::ostringstream ss;
|
|
ss << player.name << '[' << (char)(pid+'0') << "]: " << msg;
|
|
|
|
AppendChatGUI(ss.str());
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_PAD_MAPPING :
|
|
{
|
|
PlayerId pid;
|
|
packet >> pid;
|
|
|
|
m_crit.players.Enter(); // lock players
|
|
Player& player = m_players[pid];
|
|
|
|
for (unsigned int i=0; i<4; ++i)
|
|
packet >> player.pad_map[i];
|
|
m_crit.players.Leave();
|
|
|
|
UpdateGUI();
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_PAD_DATA :
|
|
{
|
|
PadMapping map = 0;
|
|
NetPad np;
|
|
packet >> map >> np.nHi >> np.nLo;
|
|
|
|
// trusting server for good map value (>=0 && <4)
|
|
// add to pad buffer
|
|
m_pad_buffer[(unsigned)map].Push(np);
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_PAD_BUFFER :
|
|
{
|
|
u32 size = 0;
|
|
packet >> size;
|
|
|
|
m_target_buffer_size = size;
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_CHANGE_GAME :
|
|
{
|
|
// lock here?
|
|
m_crit.game.Enter(); // lock game state
|
|
packet >> m_selected_game;
|
|
m_crit.game.Leave();
|
|
|
|
// update gui
|
|
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_CHANGE_GAME);
|
|
// TODO: using a wxString in AddPendingEvent from another thread is unsafe i guess?
|
|
evt.SetString(wxString(m_selected_game.c_str(), *wxConvCurrent));
|
|
m_dialog->GetEventHandler()->AddPendingEvent(evt);
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_START_GAME :
|
|
{
|
|
m_crit.game.Enter(); // lock buffer
|
|
packet >> m_current_game;
|
|
m_crit.game.Leave();
|
|
|
|
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
|
|
m_dialog->GetEventHandler()->AddPendingEvent(evt);
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_STOP_GAME :
|
|
{
|
|
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_STOP_GAME);
|
|
m_dialog->GetEventHandler()->AddPendingEvent(evt);
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_DISABLE_GAME :
|
|
{
|
|
PanicAlertT("Other client disconnected 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();
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_PING :
|
|
{
|
|
u32 ping_key = 0;
|
|
packet >> ping_key;
|
|
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_PONG;
|
|
spac << ping_key;
|
|
|
|
CritLocker send_lock(m_crit.send);
|
|
m_socket.Send(spac);
|
|
}
|
|
break;
|
|
|
|
default :
|
|
PanicAlertT("Unknown message received with id : %d", mid);
|
|
break;
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// called from ---NETPLAY--- thread
|
|
void NetPlayClient::Entry()
|
|
{
|
|
while (m_do_loop)
|
|
{
|
|
if (m_selector.Wait(0.01f))
|
|
{
|
|
sf::Packet rpac;
|
|
switch (m_socket.Receive(rpac))
|
|
{
|
|
case sf::Socket::Done :
|
|
OnData(rpac);
|
|
break;
|
|
|
|
//case sf::Socket::Disconnected :
|
|
default :
|
|
m_is_running = false;
|
|
NetPlay_Disable();
|
|
AppendChatGUI("< LOST CONNECTION TO SERVER >");
|
|
PanicAlertT("Lost connection to server!");
|
|
m_do_loop = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_socket.Close();
|
|
|
|
return;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
|
|
{
|
|
CritLocker player_lock(m_crit.players); // lock players
|
|
|
|
std::ostringstream ss;
|
|
|
|
std::map<PlayerId, Player>::const_iterator
|
|
i = m_players.begin(),
|
|
e = m_players.end();
|
|
for ( ; i!=e; ++i)
|
|
{
|
|
ss << i->second.ToString() << '\n';
|
|
pid_list.push_back(i->second.pid);
|
|
}
|
|
|
|
list = ss.str();
|
|
}
|
|
|
|
|
|
// called from ---GUI--- thread
|
|
void NetPlayClient::SendChatMessage(const std::string& msg)
|
|
{
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
|
|
spac << msg;
|
|
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
m_socket.Send(spac);
|
|
}
|
|
|
|
// called from ---CPU--- thread
|
|
void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
|
|
{
|
|
// send to server
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_PAD_DATA;
|
|
spac << local_nb; // local pad num
|
|
spac << np.nHi << np.nLo;
|
|
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
m_socket.Send(spac);
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
bool NetPlayClient::StartGame(const std::string &path)
|
|
{
|
|
CritLocker game_lock(m_crit.game); // lock game state
|
|
|
|
if (false == NetPlay::StartGame(path))
|
|
return false;
|
|
|
|
// tell server i started the game
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_START_GAME;
|
|
spac << m_current_game;
|
|
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
m_socket.Send(spac);
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
bool NetPlayClient::ChangeGame(const std::string&)
|
|
{
|
|
return true;
|
|
}
|