Port dolphin to SFML 2.1

This commit is contained in:
James Cowgill
2014-11-09 22:30:06 +00:00
parent 11dbe6b6ce
commit a93f86330e
14 changed files with 157 additions and 140 deletions

View File

@ -5,6 +5,7 @@
#include <string>
#include <vector>
#include "Common/StdMakeUnique.h"
#include "Common/StringUtil.h"
#include "Core/NetPlayServer.h"
#include "InputCommon/GCPadStatus.h"
@ -15,7 +16,7 @@ NetPlayServer::~NetPlayServer()
{
m_do_loop = false;
m_thread.join();
m_socket.Close();
m_socket.close();
}
#ifdef USE_UPNP
@ -31,11 +32,11 @@ NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running
{
memset(m_pad_map, -1, sizeof(m_pad_map));
memset(m_wiimote_map, -1, sizeof(m_wiimote_map));
if (m_socket.Listen(port))
if (m_socket.listen(port) == sf::Socket::Done)
{
is_connected = true;
m_do_loop = true;
m_selector.Add(m_socket);
m_selector.add(m_socket);
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
}
@ -64,17 +65,14 @@ void NetPlayServer::ThreadFunc()
m_update_pings = false;
}
// check which sockets need attention
const unsigned int num = m_selector.Wait(0.01f);
for (unsigned int i=0; i<num; ++i)
// check if any sockets need attention
if (m_selector.wait(sf::milliseconds(10)))
{
sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
// listening socket
if (ready_socket == m_socket)
if (m_selector.isReady(m_socket))
{
sf::SocketTCP accept_socket;
m_socket.Accept(accept_socket);
auto accept_socket = std::make_unique<sf::TcpSocket>();
m_socket.accept(*accept_socket);
unsigned int error;
{
@ -87,29 +85,34 @@ void NetPlayServer::ThreadFunc()
sf::Packet spac;
spac << (MessageId)error;
// don't need to lock, this client isn't in the client map
accept_socket.Send(spac);
// TODO: not sure if client gets the message if i close right away
accept_socket.Close();
accept_socket->send(spac);
accept_socket->disconnect();
}
}
// client socket
else
// client sockets
for (auto it = m_players.begin(); it != m_players.end();)
{
sf::Packet rpac;
switch (ready_socket.Receive(rpac))
{
case sf::Socket::Done :
// if a bad packet is received, disconnect the client
if (0 == OnData(rpac, ready_socket))
break;
// move iterator on immediately so client can be removed
Client& client = *it;
it++;
//case sf::Socket::Disconnected :
default :
if (m_selector.isReady(*client.socket))
{
sf::Packet rpac;
switch (client.socket->receive(rpac))
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(ready_socket);
break;
case sf::Socket::Done :
// if a bad packet is received, disconnect the client
if (0 == OnData(rpac, client))
break;
//case sf::Socket::Disconnected :
default :
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
break;
}
}
}
}
@ -118,15 +121,15 @@ void NetPlayServer::ThreadFunc()
// close listening socket and client sockets
for (auto& player_entry : m_players)
player_entry.second.socket.Close();
player_entry.socket->disconnect();
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
unsigned int NetPlayServer::OnConnect(std::unique_ptr<sf::TcpSocket>& socket)
{
sf::Packet rpac;
// TODO: make this not hang / check if good packet
socket.Receive(rpac);
socket->receive(rpac);
std::string npver;
rpac >> npver;
@ -146,7 +149,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
m_update_pings = true;
Client player;
player.socket = socket;
player.socket = std::move(socket);
rpac >> player.revision;
rpac >> player.name;
@ -154,7 +157,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
if (i->pid == pid)
{
pid++;
i = m_players.begin();
@ -182,57 +185,56 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
SendToClients(spac);
// send new client success message with their id
spac.Clear();
spac.clear();
spac << (MessageId)0;
spac << player.pid;
socket.Send(spac);
player.socket->send(spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.Clear();
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
socket.Send(spac);
player.socket->send(spac);
}
// send the pad buffer value
spac.Clear();
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
socket.Send(spac);
player.socket->send(spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.Clear();
spac.clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.second.pid << p.second.name << p.second.revision;
socket.Send(spac);
spac << p.pid << p.name << p.revision;
player.socket->send(spac);
}
} // unlock send
// add client to selector/ used for receiving
m_selector.add(*player.socket);
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players[socket] = player;
m_players.push_back(std::move(player));
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
// add client to selector/ used for receiving
m_selector.Add(socket);
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
unsigned int NetPlayServer::OnDisconnect(Client& player)
{
PlayerId pid = m_players[socket].pid;
PlayerId pid = player.pid;
if (m_is_running)
{
@ -258,10 +260,10 @@ unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
m_selector.Remove(socket);
m_selector.remove(*player.socket);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.erase(m_players.find(socket));
m_players.remove(player);
// alert other players of disconnect
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
@ -359,14 +361,13 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
MessageId mid;
packet >> mid;
// don't need lock because this is the only thread that modifies the players
// only need locks for writes to m_players in this thread
Client& player = m_players[socket];
switch (mid)
{
@ -568,12 +569,11 @@ bool NetPlayServer::StartGame()
// called from multiple threads
void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
{
for (std::pair<const sf::SocketTCP, Client>& p : m_players)
for (auto& p : m_players)
{
if (p.second.pid &&
p.second.pid != skip_pid)
if (p.pid && p.pid != skip_pid)
{
p.second.socket.Send(packet);
p.socket->send(packet);
}
}
}
@ -582,9 +582,9 @@ void NetPlayServer::KickPlayer(u8 player)
{
for (auto& current_player : m_players)
{
if (current_player.second.pid == player)
if (current_player.pid == player)
{
current_player.second.socket.Close();
current_player.socket->disconnect();
return;
}
}
@ -613,7 +613,7 @@ void NetPlayServer::TryPortmapping(u16 port)
// UPnP thread: try to map a port
void NetPlayServer::mapPortThread(const u16 port)
{
std::string ourIP = sf::IPAddress::GetLocalAddress().ToString();
std::string ourIP = sf::IpAddress::getLocalAddress().toString();
if (!m_upnp_inited)
if (!initUPnP())