247 lines
5.4 KiB
C++
247 lines
5.4 KiB
C++
#ifndef _NETPLAY_H
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#define _NETPLAY_H
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#include "Common.h"
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#include "CommonTypes.h"
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//#define WIN32_LEAN_AND_MEAN
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#include "Thread.h"
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#include "Timer.h"
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// hax, i hope something like this isn't needed on non-windows
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#define _WINSOCK2API_
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#include <SFML/Network.hpp>
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#include "GCPadStatus.h"
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//#include <wx/wx.h>
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#include <map>
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#include <queue>
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#include <sstream>
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class NetPlayDiag;
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class NetPad
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{
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public:
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NetPad();
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NetPad(const SPADStatus* const);
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u32 nHi;
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u32 nLo;
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};
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struct Rpt : public std::vector<u8>
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{
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u16 channel;
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};
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typedef std::vector<Rpt> NetWiimote;
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#define NETPLAY_VERSION "Dolphin NetPlay 2.2"
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// messages
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#define NP_MSG_PLAYER_JOIN 0x10
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#define NP_MSG_PLAYER_LEAVE 0x11
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#define NP_MSG_CHAT_MESSAGE 0x30
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#define NP_MSG_PAD_DATA 0x60
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#define NP_MSG_PAD_MAPPING 0x61
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#define NP_MSG_PAD_BUFFER 0x62
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#define NP_MSG_WIIMOTE_DATA 0x70
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#define NP_MSG_WIIMOTE_MAPPING 0x71 // just using pad mapping for now
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#define NP_MSG_START_GAME 0xA0
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#define NP_MSG_CHANGE_GAME 0xA1
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#define NP_MSG_STOP_GAME 0xA2
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#define NP_MSG_DISABLE_GAME 0xA3
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#define NP_MSG_READY 0xD0
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#define NP_MSG_NOT_READY 0xD1
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#define NP_MSG_PING 0xE0
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#define NP_MSG_PONG 0xE1
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// end messages
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typedef u8 MessageId;
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typedef u8 PlayerId;
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typedef s8 PadMapping;
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typedef u32 FrameNum;
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enum
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{
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CON_ERR_SERVER_FULL = 1,
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CON_ERR_GAME_RUNNING,
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CON_ERR_VERSION_MISMATCH
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};
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THREAD_RETURN NetPlayThreadFunc(void* arg);
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// something like this should be in Common stuff
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class CritLocker
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{
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public:
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//CritLocker(const CritLocker&);
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CritLocker& operator=(const CritLocker&);
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CritLocker(Common::CriticalSection& crit) : m_crit(crit) { m_crit.Enter(); }
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~CritLocker() { m_crit.Leave(); }
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private:
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Common::CriticalSection& m_crit;
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};
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class NetPlay
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{
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public:
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NetPlay();
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virtual ~NetPlay();
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virtual void Entry() = 0;
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bool is_connected;
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// Send and receive pads values
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void WiimoteInput(int _number, u16 _channelID, const void* _pData, u32 _Size);
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void WiimoteUpdate(int _number);
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bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
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virtual bool ChangeGame(const std::string& game) = 0;
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virtual void GetPlayerList(std::string& list, std::vector<int>& pid_list) = 0;
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virtual void SendChatMessage(const std::string& msg) = 0;
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virtual bool StartGame(const std::string &path);
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virtual bool StopGame();
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//void PushPadStates(unsigned int count);
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u8 GetPadNum(u8 numPAD);
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protected:
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//NetPlay(Common::ThreadFunc entry, void* arg) : m_thread(entry, arg) {}
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//void GetBufferedPad(const u8 pad_nb, NetPad* const netvalues);
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void ClearBuffers();
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void UpdateGUI();
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void AppendChatGUI(const std::string& msg);
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virtual void SendPadState(const PadMapping local_nb, const NetPad& np) = 0;
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struct
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{
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Common::CriticalSection game;
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// lock order
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Common::CriticalSection players, buffer, send;
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} m_crit;
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class Player
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{
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public:
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Player();
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std::string ToString() const;
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PlayerId pid;
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std::string name;
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PadMapping pad_map[4];
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std::string revision;
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};
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std::queue<NetPad> m_pad_buffer[4];
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std::queue<NetWiimote> m_wiimote_buffer[4];
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NetWiimote m_wiimote_input[4];
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NetPlayDiag* m_dialog;
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sf::SocketTCP m_socket;
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Common::Thread* m_thread;
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sf::Selector<sf::SocketTCP> m_selector;
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std::string m_selected_game;
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volatile bool m_is_running;
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volatile bool m_do_loop;
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unsigned int m_target_buffer_size;
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Player* m_local_player;
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u32 m_on_game;
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private:
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};
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void NetPlay_Enable(NetPlay* const np);
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void NetPlay_Disable();
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class NetPlayServer : public NetPlay
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{
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public:
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void Entry();
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NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd = NULL, const std::string& game = "");
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~NetPlayServer();
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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// Send and receive pads values
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//bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
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bool ChangeGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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bool StartGame(const std::string &path);
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bool StopGame();
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bool GetPadMapping(const int pid, int map[]);
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bool SetPadMapping(const int pid, const int map[]);
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u64 CalculateMinimumBufferTime();
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void AdjustPadBufferSize(unsigned int size);
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private:
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class Client : public Player
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{
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public:
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Client() : ping(0), on_game(0) {}
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sf::SocketTCP socket;
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u64 ping;
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u32 on_game;
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};
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void SendPadState(const PadMapping local_nb, const NetPad& np);
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void SendToClients(sf::Packet& packet, const PlayerId skip_pid = 0);
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unsigned int OnConnect(sf::SocketTCP& socket);
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unsigned int OnDisconnect(sf::SocketTCP& socket);
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unsigned int OnData(sf::Packet& packet, sf::SocketTCP& socket);
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void UpdatePadMapping();
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std::map<sf::SocketTCP, Client> m_players;
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Common::Timer m_ping_timer;
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u32 m_ping_key;
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bool m_update_pings;
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};
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class NetPlayClient : public NetPlay
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{
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public:
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void Entry();
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NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd = NULL);
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~NetPlayClient();
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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// Send and receive pads values
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//bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
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bool StartGame(const std::string &path);
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bool ChangeGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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private:
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void SendPadState(const PadMapping local_nb, const NetPad& np);
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unsigned int OnData(sf::Packet& packet);
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PlayerId m_pid;
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std::map<PlayerId, Player> m_players;
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};
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#endif
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