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NetPlay: Split the server out, and make the local system manage a client as well
This should be transparent, but it may cause regressions. The idea here is that now all players, including the host of the server, talk to the server through TCP/IP networking. This significantly reduces our codepaths through netplay, and will prevent strange local-only bugs from happening. The cleanup isn't 100% finished yet. The NetPlay dialog still drives the server through private APIs. I eventually want to sanction off the server entirely, so all communication is done through TCP/IP. This will allow us to have high-traffic public servers that can relay multiple games and lobbies at a time, and split off channel and game management to people other than the host. This is all still just a pipe dream, though.
This commit is contained in:
67
Source/Core/Core/Src/NetPlayProto.h
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67
Source/Core/Core/Src/NetPlayProto.h
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// Copyright 2013 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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#ifndef _NETPLAY_PROTO_H
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#define _NETPLAY_PROTO_H
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#include "Common.h"
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#include "CommonTypes.h"
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struct NetSettings
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{
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bool m_DSPHLE;
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bool m_DSPEnableJIT;
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bool m_WriteToMemcard;
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u8 m_Controllers[4];
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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 2013-07-19"
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// messages
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enum
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{
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NP_MSG_PLAYER_JOIN = 0x10,
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NP_MSG_PLAYER_LEAVE = 0x11,
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NP_MSG_CHAT_MESSAGE = 0x30,
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NP_MSG_PAD_DATA = 0x60,
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NP_MSG_PAD_MAPPING = 0x61,
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NP_MSG_PAD_BUFFER = 0x62,
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NP_MSG_WIIMOTE_DATA = 0x70,
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NP_MSG_WIIMOTE_MAPPING = 0x71, // just using pad mapping for now
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NP_MSG_START_GAME = 0xA0,
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NP_MSG_CHANGE_GAME = 0xA1,
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NP_MSG_STOP_GAME = 0xA2,
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NP_MSG_DISABLE_GAME = 0xA3,
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NP_MSG_READY = 0xD0,
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NP_MSG_NOT_READY = 0xD1,
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NP_MSG_PING = 0xE0,
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NP_MSG_PONG = 0xE1,
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};
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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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#endif
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