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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-28 16:49:58 -06:00
Port dolphin to SFML 2.1
This commit is contained in:
@ -5,6 +5,7 @@
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#include <string>
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#include <vector>
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#include "Common/StdMakeUnique.h"
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#include "Common/StringUtil.h"
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#include "Core/NetPlayServer.h"
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#include "InputCommon/GCPadStatus.h"
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@ -15,7 +16,7 @@ NetPlayServer::~NetPlayServer()
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{
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m_do_loop = false;
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m_thread.join();
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m_socket.Close();
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m_socket.close();
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}
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#ifdef USE_UPNP
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@ -31,11 +32,11 @@ NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running
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{
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memset(m_pad_map, -1, sizeof(m_pad_map));
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memset(m_wiimote_map, -1, sizeof(m_wiimote_map));
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if (m_socket.Listen(port))
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if (m_socket.listen(port) == sf::Socket::Done)
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{
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is_connected = true;
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m_do_loop = true;
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m_selector.Add(m_socket);
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m_selector.add(m_socket);
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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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@ -64,17 +65,14 @@ void NetPlayServer::ThreadFunc()
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m_update_pings = false;
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}
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// check which sockets need attention
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const unsigned int num = m_selector.Wait(0.01f);
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for (unsigned int i=0; i<num; ++i)
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// check if any sockets need attention
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if (m_selector.wait(sf::milliseconds(10)))
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{
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sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
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// listening socket
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if (ready_socket == m_socket)
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if (m_selector.isReady(m_socket))
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{
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sf::SocketTCP accept_socket;
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m_socket.Accept(accept_socket);
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auto accept_socket = std::make_unique<sf::TcpSocket>();
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m_socket.accept(*accept_socket);
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unsigned int error;
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{
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@ -87,29 +85,34 @@ void NetPlayServer::ThreadFunc()
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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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accept_socket.Send(spac);
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// TODO: not sure if client gets the message if i close right away
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accept_socket.Close();
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accept_socket->send(spac);
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accept_socket->disconnect();
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}
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}
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// client socket
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else
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// client sockets
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for (auto it = m_players.begin(); it != m_players.end();)
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{
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sf::Packet rpac;
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switch (ready_socket.Receive(rpac))
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{
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case sf::Socket::Done :
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// if a bad packet is received, disconnect the client
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if (0 == OnData(rpac, ready_socket))
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break;
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// move iterator on immediately so client can be removed
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Client& client = *it;
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it++;
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//case sf::Socket::Disconnected :
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default :
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if (m_selector.isReady(*client.socket))
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{
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sf::Packet rpac;
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switch (client.socket->receive(rpac))
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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OnDisconnect(ready_socket);
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break;
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case sf::Socket::Done :
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// if a bad packet is received, disconnect the client
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if (0 == OnData(rpac, client))
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break;
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//case sf::Socket::Disconnected :
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default :
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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OnDisconnect(client);
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break;
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}
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}
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}
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}
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@ -118,15 +121,15 @@ void NetPlayServer::ThreadFunc()
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// close listening socket and client sockets
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for (auto& player_entry : m_players)
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player_entry.second.socket.Close();
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player_entry.socket->disconnect();
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& socket)
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{
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sf::Packet rpac;
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// TODO: make this not hang / check if good packet
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socket.Receive(rpac);
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socket->receive(rpac);
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std::string npver;
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rpac >> npver;
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@ -146,7 +149,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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m_update_pings = true;
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Client player;
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player.socket = socket;
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player.socket = std::move(socket);
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rpac >> player.revision;
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rpac >> player.name;
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@ -154,7 +157,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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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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if (i->pid == pid)
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{
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pid++;
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i = m_players.begin();
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@ -182,57 +185,56 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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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.clear();
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spac << (MessageId)0;
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spac << player.pid;
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socket.Send(spac);
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player.socket->send(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.clear();
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << m_selected_game;
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socket.Send(spac);
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player.socket->send(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.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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socket.Send(spac);
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player.socket->send(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.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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socket.Send(spac);
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spac << p.pid << p.name << p.revision;
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player.socket->send(spac);
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}
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} // unlock send
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// add client to selector/ used for receiving
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m_selector.add(*player.socket);
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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[socket] = player;
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m_players.push_back(std::move(player));
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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UpdatePadMapping(); // sync pad mappings with everyone
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UpdateWiimoteMapping();
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}
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// add client to selector/ used for receiving
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m_selector.Add(socket);
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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(sf::SocketTCP& socket)
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unsigned int NetPlayServer::OnDisconnect(Client& player)
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{
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PlayerId pid = m_players[socket].pid;
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PlayerId pid = player.pid;
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if (m_is_running)
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{
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@ -258,10 +260,10 @@ unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
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spac << (MessageId)NP_MSG_PLAYER_LEAVE;
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spac << pid;
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m_selector.Remove(socket);
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m_selector.remove(*player.socket);
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players.erase(m_players.find(socket));
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m_players.remove(player);
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// alert other players of disconnect
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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@ -359,14 +361,13 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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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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Client& player = m_players[socket];
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switch (mid)
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{
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@ -568,12 +569,11 @@ bool NetPlayServer::StartGame()
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// called from multiple threads
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void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
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{
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for (std::pair<const sf::SocketTCP, Client>& p : m_players)
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for (auto& p : m_players)
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{
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if (p.second.pid &&
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p.second.pid != skip_pid)
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if (p.pid && p.pid != skip_pid)
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{
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p.second.socket.Send(packet);
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p.socket->send(packet);
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}
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}
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}
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@ -582,9 +582,9 @@ void NetPlayServer::KickPlayer(u8 player)
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{
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for (auto& current_player : m_players)
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{
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if (current_player.second.pid == player)
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if (current_player.pid == player)
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{
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current_player.second.socket.Close();
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current_player.socket->disconnect();
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return;
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}
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}
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@ -613,7 +613,7 @@ void NetPlayServer::TryPortmapping(u16 port)
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// UPnP thread: try to map a port
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void NetPlayServer::mapPortThread(const u16 port)
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{
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std::string ourIP = sf::IPAddress::GetLocalAddress().ToString();
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std::string ourIP = sf::IpAddress::getLocalAddress().toString();
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if (!m_upnp_inited)
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if (!initUPnP())
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