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Updated PEER_TIMOUT in NetPlayCommon.h to use chrono literals; Updated NetPlayServer.cpp OnConnect() by putting commonly used code into named functions
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@ -6,6 +6,7 @@
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#include <SFML/Network/Packet.hpp>
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#include <array>
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#include <chrono>
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#include <optional>
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#include <string>
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#include <vector>
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@ -14,7 +15,10 @@
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namespace NetPlay
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{
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constexpr u32 PEER_TIMEOUT = 30000;
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using namespace std::chrono_literals;
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// An arbitrary amount of time of no acknowledgement of sent packets before netplay decides a
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// connection is disconnected
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constexpr std::chrono::milliseconds PEER_TIMEOUT = 30s;
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bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
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bool CompressFolderIntoPacket(const std::string& folder_path, sf::Packet& packet);
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@ -379,19 +379,8 @@ static void SendSyncIdentifier(sf::Packet& spac, const SyncIdentifier& sync_iden
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}
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// called from ---NETPLAY--- thread
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ConnectionError NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& received_packet)
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ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Packet& received_packet)
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{
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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 netplay_version;
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received_packet >> netplay_version;
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if (netplay_version != Common::GetScmRevGitStr())
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@ -403,81 +392,49 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& received_
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if (m_players.size() >= 255)
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return ConnectionError::ServerFull;
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Client player{};
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player.pid = pid;
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player.socket = socket;
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Client new_player{};
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new_player.pid = GiveFirstAvailableIDTo(incoming_connection);
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new_player.socket = incoming_connection;
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received_packet >> player.revision;
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received_packet >> player.name;
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received_packet >> new_player.revision;
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received_packet >> new_player.name;
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if (StringUTF8CodePointCount(player.name) > MAX_NAME_LENGTH)
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if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH)
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return ConnectionError::NameTooLong;
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enet_peer_timeout(socket, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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// force a ping on first netplay loop
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m_update_pings = true;
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for (PlayerId& mapping : m_pad_map)
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{
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if (mapping == 0)
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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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AssignNewUserAPad(new_player);
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sf::Packet send_packet;
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send_packet << MessageID::PlayerJoin;
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send_packet << player.pid << player.name << player.revision;
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SendToClients(send_packet);
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// tell other players a new player joined
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SendResponse(MessageID::PlayerJoin);
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send_packet.clear();
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send_packet << MessageID::ConnectionSuccessful;
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send_packet << player.pid;
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Send(player.socket, send_packet);
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// tell new client they connected and their ID
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SendResponse(MessageID::ConnectionSuccessful, new_player);
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// tell new client the selected game
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if (!m_selected_game_name.empty())
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{
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send_packet.clear();
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send_packet << MessageID::ChangeGame;
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SendSyncIdentifier(send_packet, m_selected_game_identifier);
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send_packet << m_selected_game_name;
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Send(player.socket, send_packet);
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}
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SendResponse(MessageID::ChangeGame, new_player);
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if (!m_host_input_authority)
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{
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send_packet.clear();
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send_packet << MessageID::PadBuffer;
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send_packet << m_target_buffer_size;
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Send(player.socket, send_packet);
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}
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SendResponse(MessageID::PadBuffer, new_player);
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send_packet.clear();
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send_packet << MessageID::HostInputAuthority;
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send_packet << m_host_input_authority;
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Send(player.socket, send_packet);
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SendResponse(MessageID::HostInputAuthority, new_player);
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for (const auto& p : m_players)
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{
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send_packet.clear();
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send_packet << MessageID::PlayerJoin;
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send_packet << p.second.pid << p.second.name << p.second.revision;
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Send(player.socket, send_packet);
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send_packet.clear();
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send_packet << MessageID::GameStatus;
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send_packet << p.second.pid << p.second.game_status;
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Send(player.socket, send_packet);
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}
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TellNewPlayerAboutExistingPlayers(new_player);
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if (Config::Get(Config::NETPLAY_ENABLE_QOS))
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player.qos_session = Common::QoSSession(player.socket);
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new_player.qos_session = Common::QoSSession(new_player.socket);
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{
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std::lock_guard lkp(m_crit.players);
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m_players.emplace(*PeerPlayerId(player.socket), std::move(player));
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UpdatePadMapping(); // sync pad mappings with everyone
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// add new player to list of players
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m_players.emplace(*PeerPlayerId(new_player.socket), std::move(new_player));
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// sync pad mappings with everyone
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UpdatePadMapping();
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UpdateGBAConfig();
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UpdateWiimoteMapping();
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}
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@ -2071,6 +2028,89 @@ bool NetPlayServer::PlayerHasControllerMapped(const PlayerId pid) const
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std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
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}
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void NetPlayServer::AssignNewUserAPad(const Client& player)
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{
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for (PlayerId& mapping : m_pad_map)
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{
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if (mapping == Unmapped)
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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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}
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PlayerId NetPlayServer::GiveFirstAvailableIDTo(ENetPeer* player)
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{
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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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player->data = new PlayerId(pid);
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return pid;
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}
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void NetPlayServer::SendResponse(MessageID message_id, const Client& player)
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{
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sf::Packet response;
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switch (message_id)
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{
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case MessageID::PlayerJoin:
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response << MessageID::PlayerJoin;
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response << player.pid << player.name << player.revision;
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break;
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case MessageID::ConnectionSuccessful:
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response << MessageID::ConnectionSuccessful;
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response << player.pid;
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break;
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case MessageID::ChangeGame:
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response << MessageID::ChangeGame;
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SendSyncIdentifier(response, m_selected_game_identifier);
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response << m_selected_game_name;
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break;
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case MessageID::PadBuffer:
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response << MessageID::PadBuffer;
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response << m_target_buffer_size;
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break;
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case MessageID::HostInputAuthority:
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response << MessageID::HostInputAuthority;
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response << m_host_input_authority;
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break;
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}
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// no player specified
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if (player == Client{})
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SendToClients(response);
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else
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Send(player.socket, response);
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}
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void NetPlayServer::TellNewPlayerAboutExistingPlayers(const Client& new_player)
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{
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sf::Packet send_packet;
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for (const auto& p : m_players)
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{
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send_packet.clear();
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send_packet << MessageID::PlayerJoin;
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send_packet << p.second.pid << p.second.name << p.second.revision;
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Send(new_player.socket, send_packet);
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send_packet.clear();
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send_packet << MessageID::GameStatus;
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send_packet << p.second.pid << p.second.game_status;
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Send(new_player.socket, send_packet);
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}
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}
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u16 NetPlayServer::GetPort() const
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{
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return m_server->address.port;
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@ -103,6 +103,12 @@ private:
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AllExcept
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};
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enum MappedState
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{
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Unmapped,
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Mapped
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};
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struct AsyncQueueEntry
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{
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sf::Packet packet;
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@ -147,6 +153,12 @@ private:
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void SetupIndex();
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bool PlayerHasControllerMapped(PlayerId pid) const;
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void AssignNewUserAPad(const Client& player);
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// returns the PID given
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PlayerId GiveFirstAvailableIDTo(ENetPeer* player);
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void SendResponse(MessageID message_id, const Client& player = Client{});
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void TellNewPlayerAboutExistingPlayers(const Client& new_player);
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NetSettings m_settings;
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bool m_is_running = false;
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