987 lines
22 KiB
C++
987 lines
22 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <string>
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#include <vector>
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#include "Common/ENetUtil.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/StdMakeUnique.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/NetPlayClient.h" //for NetPlayUI
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#include "Core/NetPlayServer.h"
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#include "Core/HW/EXI_DeviceIPL.h"
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#include "Core/HW/Sram.h"
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#include "InputCommon/GCPadStatus.h"
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#if !defined(_WIN32)
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#include <sys/types.h>
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#include <sys/socket.h>
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#ifndef ANDROID
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#include <ifaddrs.h>
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#endif
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#include <arpa/inet.h>
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#endif
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u64 g_netplay_initial_gctime = 1272737767;
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NetPlayServer::~NetPlayServer()
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{
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if (is_connected)
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{
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m_do_loop = false;
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m_thread.join();
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enet_host_destroy(m_server);
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if (g_MainNetHost.get() == m_server)
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{
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g_MainNetHost.release();
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}
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if (m_traversal_client)
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{
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g_TraversalClient->m_Client = nullptr;
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ReleaseTraversalClient();
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}
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}
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#ifdef USE_UPNP
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if (m_upnp_thread.joinable())
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m_upnp_thread.join();
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m_upnp_thread = std::thread(&NetPlayServer::unmapPortThread);
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m_upnp_thread.join();
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#endif
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}
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// called from ---GUI--- thread
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NetPlayServer::NetPlayServer(const u16 port, bool traversal, const std::string& centralServer, u16 centralPort)
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: is_connected(false)
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, m_is_running(false)
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, m_do_loop(false)
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, m_ping_key(0)
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, m_update_pings(false)
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, m_current_game(0)
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, m_target_buffer_size(0)
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, m_selected_game("")
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, m_server(nullptr)
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, m_traversal_client(nullptr)
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, m_dialog(nullptr)
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{
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//--use server time
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if (enet_initialize() != 0)
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{
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PanicAlertT("Enet Didn't Initialize");
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}
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m_pad_map.fill(-1);
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m_wiimote_map.fill(-1);
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if (traversal)
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{
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if (!EnsureTraversalClient(centralServer, centralPort))
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return;
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g_TraversalClient->m_Client = this;
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m_traversal_client = g_TraversalClient.get();
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m_server = g_MainNetHost.get();
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if (g_TraversalClient->m_State == TraversalClient::Failure)
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g_TraversalClient->ReconnectToServer();
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}
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else
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{
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ENetAddress serverAddr;
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serverAddr.host = ENET_HOST_ANY;
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serverAddr.port = port;
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m_server = enet_host_create(&serverAddr, 10, 3, 0, 0);
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if (m_server != nullptr)
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m_server->intercept = ENetUtil::InterceptCallback;
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}
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if (m_server != nullptr)
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{
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is_connected = true;
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m_do_loop = true;
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m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
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m_target_buffer_size = 5;
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}
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::ThreadFunc()
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{
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while (m_do_loop)
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{
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// update pings every so many seconds
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if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
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{
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m_ping_key = Common::Timer::GetTimeMs();
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PING;
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spac << m_ping_key;
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m_ping_timer.Start();
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SendToClients(spac);
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m_update_pings = false;
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}
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ENetEvent netEvent;
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int net;
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if (m_traversal_client)
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m_traversal_client->HandleResends();
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net = enet_host_service(m_server, &netEvent, 1000);
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while (!m_async_queue.Empty())
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{
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(*(m_async_queue.Front().get()));
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}
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m_async_queue.Pop();
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}
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if (net > 0)
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{
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switch (netEvent.type)
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{
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case ENET_EVENT_TYPE_CONNECT:
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{
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ENetPeer* accept_peer = netEvent.peer;
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unsigned int error;
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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error = OnConnect(accept_peer);
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}
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if (error)
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{
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sf::Packet spac;
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spac << (MessageId)error;
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// don't need to lock, this client isn't in the client map
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Send(accept_peer, spac);
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if (netEvent.peer->data)
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{
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delete (PlayerId *) netEvent.peer->data;
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netEvent.peer->data = nullptr;
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}
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enet_peer_disconnect(accept_peer, 0);
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}
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}
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break;
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case ENET_EVENT_TYPE_RECEIVE:
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{
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sf::Packet rpac;
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rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
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auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
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Client& client = it->second;
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if (OnData(rpac, client) != 0)
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{
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// if a bad packet is received, disconnect the client
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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OnDisconnect(client);
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if (netEvent.peer->data)
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{
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delete (PlayerId *)netEvent.peer->data;
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netEvent.peer->data = nullptr;
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}
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}
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enet_packet_destroy(netEvent.packet);
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}
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break;
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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if (!netEvent.peer->data)
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break;
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auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
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if (it != m_players.end())
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{
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Client& client = it->second;
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OnDisconnect(client);
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if (netEvent.peer->data)
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{
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delete (PlayerId *)netEvent.peer->data;
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netEvent.peer->data = nullptr;
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}
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}
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}
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break;
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default:
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break;
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}
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}
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}
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// close listening socket and client sockets
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for (auto& player_entry : m_players)
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{
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delete (PlayerId *)player_entry.second.socket->data;
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player_entry.second.socket->data = nullptr;
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enet_peer_disconnect(player_entry.second.socket, 0);
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}
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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{
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sf::Packet rpac;
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ENetPacket* epack;
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do
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{
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epack = enet_peer_receive(socket, 0);
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} while (epack == nullptr);
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rpac.append(epack->data, epack->dataLength);
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// give new client first available id
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PlayerId pid = 1;
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for (auto i = m_players.begin(); i != m_players.end(); ++i)
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{
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if (i->second.pid == pid)
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{
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pid++;
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i = m_players.begin();
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}
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}
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socket->data = new PlayerId(pid);
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std::string npver;
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rpac >> npver;
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// Dolphin netplay version
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if (npver != NETPLAY_VERSION)
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return CON_ERR_VERSION_MISMATCH;
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// game is currently running
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if (m_is_running)
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return CON_ERR_GAME_RUNNING;
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// too many players
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if (m_players.size() >= 255)
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return CON_ERR_SERVER_FULL;
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// cause pings to be updated
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m_update_pings = true;
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Client player;
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player.pid = pid;
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player.socket = socket;
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rpac >> player.revision;
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rpac >> player.name;
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enet_packet_destroy(epack);
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// try to automatically assign new user a pad
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for (PadMapping& mapping : m_pad_map)
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{
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if (mapping == -1)
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{
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mapping = player.pid;
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break;
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}
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}
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// send join message to already connected clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << player.pid << player.name << player.revision;
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SendToClients(spac);
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// send new client success message with their id
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spac.clear();
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spac << (MessageId)0;
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spac << player.pid;
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Send(player.socket, spac);
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// send new client the selected game
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if (m_selected_game != "")
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{
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spac.clear();
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << m_selected_game;
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Send(player.socket, spac);
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}
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// send the pad buffer value
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spac.clear();
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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Send(player.socket, spac);
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// sync GC SRAM with new client
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if (!g_SRAM_netplay_initialized)
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{
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SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
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InitSRAM();
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g_SRAM_netplay_initialized = true;
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}
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spac.clear();
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spac << (MessageId)NP_MSG_SYNC_GC_SRAM;
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for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
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{
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spac << g_SRAM.p_SRAM[i];
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}
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Send(player.socket, spac);
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// sync values with new client
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for (const auto& p : m_players)
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{
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spac.clear();
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << p.second.pid << p.second.name << p.second.revision;
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Send(player.socket, spac);
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}
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// add client to the player list
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players.emplace(*(PlayerId *)player.socket->data, player);
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UpdatePadMapping(); // sync pad mappings with everyone
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UpdateWiimoteMapping();
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}
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return 0;
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnDisconnect(Client& player)
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{
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PlayerId pid = player.pid;
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if (m_is_running)
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{
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for (PadMapping mapping : m_pad_map)
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{
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if (mapping == pid && pid != 1)
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{
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PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_is_running = false;
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sf::Packet spac;
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spac << (MessageId)NP_MSG_DISABLE_GAME;
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// this thread doesn't need players lock
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SendToClients(spac, 1);
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break;
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}
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}
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}
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_LEAVE;
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spac << pid;
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enet_peer_disconnect(player.socket, 0);
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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auto it = m_players.find(player.pid);
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if (it != m_players.end())
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m_players.erase(it);
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// alert other players of disconnect
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SendToClients(spac);
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for (PadMapping& mapping : m_pad_map)
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{
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if (mapping == pid)
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{
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mapping = -1;
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}
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}
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UpdatePadMapping();
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for (PadMapping& mapping : m_wiimote_map)
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{
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if (mapping == pid)
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{
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mapping = -1;
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}
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}
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UpdateWiimoteMapping();
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return 0;
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}
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// called from ---GUI--- thread
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PadMappingArray NetPlayServer::GetPadMapping() const
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{
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return m_pad_map;
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}
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PadMappingArray NetPlayServer::GetWiimoteMapping() const
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{
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return m_wiimote_map;
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}
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// called from ---GUI--- thread
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void NetPlayServer::SetPadMapping(const PadMappingArray& mappings)
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{
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m_pad_map = mappings;
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UpdatePadMapping();
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}
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// called from ---GUI--- thread
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void NetPlayServer::SetWiimoteMapping(const PadMappingArray& mappings)
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{
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m_wiimote_map = mappings;
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UpdateWiimoteMapping();
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::UpdatePadMapping()
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_MAPPING;
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for (PadMapping mapping : m_pad_map)
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{
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spac << mapping;
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}
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SendToClients(spac);
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::UpdateWiimoteMapping()
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
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for (PadMapping mapping : m_wiimote_map)
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{
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spac << mapping;
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}
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SendToClients(spac);
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_target_buffer_size = size;
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// tell clients to change buffer size
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_PAD_BUFFER;
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*spac << (u32)m_target_buffer_size;
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SendAsyncToClients(spac);
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}
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void NetPlayServer::SendAsyncToClients(sf::Packet* packet)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
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m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
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}
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ENetUtil::WakeupThread(m_server);
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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{
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MessageId mid;
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packet >> mid;
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// don't need lock because this is the only thread that modifies the players
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// only need locks for writes to m_players in this thread
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switch (mid)
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{
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case NP_MSG_CHAT_MESSAGE:
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{
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std::string msg;
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packet >> msg;
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// send msg to other clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << player.pid;
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spac << msg;
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_PAD_DATA:
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{
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// if this is pad data from the last game still being received, ignore it
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if (player.current_game != m_current_game)
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break;
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PadMapping map = 0;
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GCPadStatus pad;
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packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
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// If the data is not from the correct player,
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// then disconnect them.
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if (m_pad_map[map] != player.pid)
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return 1;
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// Relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_WIIMOTE_DATA:
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{
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// if this is Wiimote data from the last game still being received, ignore it
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if (player.current_game != m_current_game)
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break;
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PadMapping map = 0;
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u8 size;
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packet >> map >> size;
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std::vector<u8> data(size);
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for (size_t i = 0; i < data.size(); ++i)
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packet >> data[i];
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// If the data is not from the correct player,
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// then disconnect them.
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if (m_wiimote_map[map] != player.pid)
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{
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return 1;
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}
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// relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << map;
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spac << size;
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for (const u8& byte : data)
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spac << byte;
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_PONG:
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{
|
|
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;
|
|
|
|
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);
|
|
SendToClients(spac);
|
|
|
|
m_is_running = false;
|
|
}
|
|
break;
|
|
|
|
case NP_MSG_TIMEBASE:
|
|
{
|
|
u32 x, y, frame;
|
|
packet >> x;
|
|
packet >> y;
|
|
packet >> frame;
|
|
|
|
if (m_desync_detected)
|
|
break;
|
|
|
|
u64 timebase = x | ((u64)y << 32);
|
|
std::vector<std::pair<PlayerId, u64>>& timebases = m_timebase_by_frame[frame];
|
|
timebases.emplace_back(player.pid, timebase);
|
|
if (timebases.size() >= m_players.size())
|
|
{
|
|
// we have all records for this frame
|
|
|
|
if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> pair){ return pair.second == timebases[0].second; }))
|
|
{
|
|
int pid_to_blame = -1;
|
|
if (timebases.size() > 2)
|
|
{
|
|
for (auto pair : timebases)
|
|
{
|
|
if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> other) {
|
|
return other.first == pair.first || other.second != pair.second;
|
|
}))
|
|
{
|
|
// we are the only outlier
|
|
pid_to_blame = pair.first;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
sf::Packet spac;
|
|
spac << (MessageId) NP_MSG_DESYNC_DETECTED;
|
|
spac << pid_to_blame;
|
|
spac << frame;
|
|
SendToClients(spac);
|
|
|
|
m_desync_detected = true;
|
|
}
|
|
m_timebase_by_frame.erase(frame);
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
|
|
|
|
void NetPlayServer::OnTraversalStateChanged()
|
|
{
|
|
if (m_dialog)
|
|
m_dialog->Update();
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
void NetPlayServer::SendChatMessage(const std::string& msg)
|
|
{
|
|
sf::Packet* spac = new sf::Packet;
|
|
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
|
|
*spac << (PlayerId)0; // server id always 0
|
|
*spac << msg;
|
|
|
|
SendAsyncToClients(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 = new sf::Packet;
|
|
*spac << (MessageId)NP_MSG_CHANGE_GAME;
|
|
*spac << game;
|
|
|
|
SendAsyncToClients(spac);
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
void NetPlayServer::SetNetSettings(const NetSettings &settings)
|
|
{
|
|
m_settings = settings;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
bool NetPlayServer::StartGame()
|
|
{
|
|
m_timebase_by_frame.clear();
|
|
m_desync_detected = false;
|
|
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);
|
|
|
|
g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970();
|
|
|
|
// tell clients to start game
|
|
sf::Packet* spac = new sf::Packet;
|
|
*spac << (MessageId)NP_MSG_START_GAME;
|
|
*spac << m_current_game;
|
|
*spac << m_settings.m_CPUthread;
|
|
*spac << m_settings.m_CPUcore;
|
|
*spac << m_settings.m_SelectedLanguage;
|
|
*spac << m_settings.m_OverrideGCLanguage;
|
|
*spac << m_settings.m_ProgressiveScan;
|
|
*spac << m_settings.m_PAL60;
|
|
*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];
|
|
*spac << (u32)g_netplay_initial_gctime;
|
|
*spac << (u32)(g_netplay_initial_gctime >> 32);
|
|
|
|
SendAsyncToClients(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.second.pid && p.second.pid != skip_pid)
|
|
{
|
|
Send(p.second.socket, packet);
|
|
}
|
|
}
|
|
}
|
|
|
|
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.second.pid == player)
|
|
{
|
|
enet_peer_disconnect(current_player.second.socket, 0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
u16 NetPlayServer::GetPort()
|
|
{
|
|
return m_server->address.port;
|
|
}
|
|
|
|
void NetPlayServer::SetNetPlayUI(NetPlayUI* dialog)
|
|
{
|
|
m_dialog = dialog;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
std::unordered_set<std::string> NetPlayServer::GetInterfaceSet()
|
|
{
|
|
std::unordered_set<std::string> result;
|
|
auto lst = GetInterfaceListInternal();
|
|
for (auto list_entry : lst)
|
|
result.emplace(list_entry.first);
|
|
return result;
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
std::string NetPlayServer::GetInterfaceHost(const std::string& inter)
|
|
{
|
|
char buf[16];
|
|
sprintf(buf, ":%d", GetPort());
|
|
auto lst = GetInterfaceListInternal();
|
|
for (const auto& list_entry : lst)
|
|
{
|
|
if (list_entry.first == inter)
|
|
{
|
|
return list_entry.second + buf;
|
|
}
|
|
}
|
|
return "?";
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
std::vector<std::pair<std::string, std::string>> NetPlayServer::GetInterfaceListInternal()
|
|
{
|
|
std::vector<std::pair<std::string, std::string>> result;
|
|
#if defined(_WIN32)
|
|
|
|
#elif defined(ANDROID)
|
|
// Android has no getifaddrs for some stupid reason. If this
|
|
// functionality ends up actually being used on Android, fix this.
|
|
#else
|
|
ifaddrs* ifp = nullptr;
|
|
char buf[512];
|
|
if (getifaddrs(&ifp) != -1)
|
|
{
|
|
for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next)
|
|
{
|
|
sockaddr* sa = curifp->ifa_addr;
|
|
if (sa->sa_family != AF_INET)
|
|
continue;
|
|
sockaddr_in* sai = (struct sockaddr_in*) sa;
|
|
if (ntohl(((struct sockaddr_in*) sa)->sin_addr.s_addr) == 0x7f000001)
|
|
continue;
|
|
const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf));
|
|
if (ip == nullptr)
|
|
continue;
|
|
result.emplace_back(std::make_pair(curifp->ifa_name, ip));
|
|
}
|
|
freeifaddrs(ifp);
|
|
}
|
|
#endif
|
|
if (result.empty())
|
|
result.emplace_back(std::make_pair("!local!", "127.0.0.1"));
|
|
return result;
|
|
}
|
|
|
|
#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)
|
|
{
|
|
ENetAddress adr = { ENET_HOST_ANY, port };
|
|
char cIP[20];
|
|
|
|
enet_address_get_host(&adr, cIP, 20);
|
|
std::string ourIP(cIP);
|
|
|
|
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 UDP on ") + addr).c_str(),
|
|
"UDP", 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(), "UDP", nullptr);
|
|
|
|
return true;
|
|
}
|
|
#endif
|