dolphin/Source/Core/Core/NetPlayServer.cpp

740 lines
17 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include <vector>
#include "Common/StdMakeUnique.h"
#include "Common/StringUtil.h"
#include "Core/NetPlayServer.h"
#include "InputCommon/GCPadStatus.h"
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_thread.join();
m_socket.close();
}
#ifdef USE_UPNP
if (m_upnp_thread.joinable())
m_upnp_thread.join();
m_upnp_thread = std::thread(&NetPlayServer::unmapPortThread);
m_upnp_thread.join();
#endif
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running(false)
{
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)
{
is_connected = true;
m_do_loop = true;
m_selector.add(m_socket);
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
}
}
// called from ---NETPLAY--- thread
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;
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
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)))
{
// listening socket
if (m_selector.isReady(m_socket))
{
auto accept_socket = std::make_unique<sf::TcpSocket>();
m_socket.accept(*accept_socket);
unsigned int error;
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(accept_socket);
}
if (error)
{
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();
}
}
// client sockets
for (auto it = m_players.begin(); it != m_players.end();)
{
// move iterator on immediately so client can be removed
Client& client = *it;
it++;
if (m_selector.isReady(*client.socket))
{
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;
}
}
}
}
}
}
// close listening socket and client sockets
for (auto& player_entry : m_players)
player_entry.socket->disconnect();
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& 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 = std::move(socket);
rpac >> player.revision;
rpac >> player.name;
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->pid == pid)
{
pid++;
i = m_players.begin();
}
}
player.pid = pid;
// try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map)
{
if (mapping == -1)
{
mapping = player.pid;
break;
}
}
{
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();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.pid << p.name << p.revision;
player.socket->send(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();
}
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(Client& player)
{
PlayerId pid = player.pid;
if (m_is_running)
{
for (PadMapping mapping : m_pad_map)
{
if (mapping == pid)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
break;
}
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
m_selector.remove(*player.socket);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.remove(player);
// alert other players of disconnect
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
for (PadMapping& mapping : m_pad_map)
{
if (mapping == pid)
{
mapping = -1;
}
}
UpdatePadMapping();
for (PadMapping& mapping : m_wiimote_map)
{
if (mapping == pid)
{
mapping = -1;
}
}
UpdateWiimoteMapping();
return 0;
}
// called from ---GUI--- thread
void NetPlayServer::GetPadMapping(PadMapping map[4])
{
for (int i = 0; i < 4; i++)
map[i] = m_pad_map[i];
}
void NetPlayServer::GetWiimoteMapping(PadMapping map[4])
{
for (int i = 0; i < 4; i++)
map[i] = m_wiimote_map[i];
}
// called from ---GUI--- thread
void NetPlayServer::SetPadMapping(const PadMapping map[4])
{
for (int i = 0; i < 4; i++)
m_pad_map[i] = map[i];
UpdatePadMapping();
}
// called from ---GUI--- thread
void NetPlayServer::SetWiimoteMapping(const PadMapping map[4])
{
for (int i = 0; i < 4; i++)
m_wiimote_map[i] = map[i];
UpdateWiimoteMapping();
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::UpdatePadMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_MAPPING;
for (PadMapping mapping : m_pad_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---NETPLAY--- thread
void NetPlayServer::UpdateWiimoteMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
for (PadMapping mapping : m_wiimote_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
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
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;
{
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;
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)
{
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);
}
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)
{
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);
}
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;
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;
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 / 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;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
}
// called from ---GUI--- thread
bool NetPlayServer::ChangeGame(const std::string &game)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_selected_game = game;
// send changed game to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << game;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
return true;
}
// called from ---GUI--- thread
void NetPlayServer::SetNetSettings(const NetSettings &settings)
{
m_settings = settings;
}
// called from ---GUI--- thread
bool NetPlayServer::StartGame()
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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;
spac << m_settings.m_CPUthread;
spac << m_settings.m_CPUcore;
spac << m_settings.m_DSPEnableJIT;
spac << m_settings.m_DSPHLE;
spac << m_settings.m_WriteToMemcard;
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
spac << m_settings.m_EXIDevice[0];
spac << m_settings.m_EXIDevice[1];
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 = true;
return true;
}
// called from multiple threads
void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
{
for (auto& p : m_players)
{
if (p.pid && p.pid != skip_pid)
{
p.socket->send(packet);
}
}
}
void NetPlayServer::KickPlayer(u8 player)
{
for (auto& current_player : m_players)
{
if (current_player.pid == player)
{
current_player.socket->disconnect();
return;
}
}
}
#ifdef USE_UPNP
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
struct UPNPUrls NetPlayServer::m_upnp_urls;
struct IGDdatas NetPlayServer::m_upnp_data;
u16 NetPlayServer::m_upnp_mapped = 0;
bool NetPlayServer::m_upnp_inited = false;
bool NetPlayServer::m_upnp_error = false;
std::thread NetPlayServer::m_upnp_thread;
// called from ---GUI--- thread
void NetPlayServer::TryPortmapping(u16 port)
{
if (m_upnp_thread.joinable())
m_upnp_thread.join();
m_upnp_thread = std::thread(&NetPlayServer::mapPortThread, port);
}
// UPnP thread: try to map a port
void NetPlayServer::mapPortThread(const u16 port)
{
std::string ourIP = sf::IpAddress::getLocalAddress().toString();
if (!m_upnp_inited)
if (!initUPnP())
goto fail;
if (!UPnPMapPort(ourIP, port))
goto fail;
NOTICE_LOG(NETPLAY, "Successfully mapped port %d to %s.", port, ourIP.c_str());
return;
fail:
WARN_LOG(NETPLAY, "Failed to map port %d to %s.", port, ourIP.c_str());
return;
}
// UPnP thread: try to unmap a port
void NetPlayServer::unmapPortThread()
{
if (m_upnp_mapped > 0)
UPnPUnmapPort(m_upnp_mapped);
}
// called from ---UPnP--- thread
// discovers the IGD
bool NetPlayServer::initUPnP()
{
std::vector<UPNPDev *> igds;
int descXMLsize = 0, upnperror = 0;
// Don't init if already inited
if (m_upnp_inited)
return true;
// Don't init if it failed before
if (m_upnp_error)
return false;
memset(&m_upnp_urls, 0, sizeof(UPNPUrls));
memset(&m_upnp_data, 0, sizeof(IGDdatas));
// Find all UPnP devices
UPNPDev *devlist = upnpDiscover(2000, nullptr, nullptr, 0, 0, &upnperror);
if (!devlist)
{
WARN_LOG(NETPLAY, "An error occured trying to discover UPnP devices.");
m_upnp_error = true;
m_upnp_inited = false;
return false;
}
// Look for the IGD
for (UPNPDev* dev = devlist; dev; dev = dev->pNext)
{
if (strstr(dev->st, "InternetGatewayDevice"))
igds.push_back(dev);
}
for (const UPNPDev* dev : igds)
{
char* descXML = (char*) miniwget(dev->descURL, &descXMLsize, 0);
if (descXML)
{
parserootdesc(descXML, descXMLsize, &m_upnp_data);
free(descXML);
descXML = nullptr;
GetUPNPUrls(&m_upnp_urls, &m_upnp_data, dev->descURL, 0);
NOTICE_LOG(NETPLAY, "Got info from IGD at %s.", dev->descURL);
break;
}
else
{
WARN_LOG(NETPLAY, "Error getting info from IGD at %s.", dev->descURL);
}
}
freeUPNPDevlist(devlist);
return true;
}
// called from ---UPnP--- thread
// Attempt to portforward!
bool NetPlayServer::UPnPMapPort(const std::string& addr, const u16 port)
{
if (m_upnp_mapped > 0)
UPnPUnmapPort(m_upnp_mapped);
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);
if (result != 0)
return false;
m_upnp_mapped = port;
return true;
}
// called from ---UPnP--- thread
// Attempt to stop portforwarding.
// --
// NOTE: It is important that this happens! A few very crappy routers
// apparently do not delete UPnP mappings on their own, so if you leave them
// hanging, the NVRAM will fill with portmappings, and eventually all UPnP
// requests will fail silently, with the only recourse being a factory reset.
// --
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);
return true;
}
#endif