dolphin/Source/Core/DolphinWX/Src/NetSockets.cpp
sl1nk3.s 0259cc388e Some updates to netplay, now using UDP to transmit pad data, it shouldn't be slow as molasses anymore, but may be unrealiable. Netplay now saves settings to ini, also fixed possible desync.
+cookie update : Updated Dolphin's icon to be Win7 ready by making it 32x32, so it now shows fine when alt-tabbing :p

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3290 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-27 21:24:29 +00:00

594 lines
15 KiB
C++

// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "NetWindow.h"
//--------------------------------
// GUI EVENTS
//--------------------------------
void NetEvent::AppendText(const wxString text)
{
// I have the feeling SendEvent may be a bit safer/better...
#if 1
SendEvent(ADD_TEXT, std::string(text.mb_str()));
#else
wxMutexGuiEnter();
m_netptr->AppendText(text);
wxMutexGuiLeave();
#endif
}
void NetEvent::SendEvent(int EventType, const std::string text, int integer)
{
wxCommandEvent event(wxEVT_HOST_COMMAND, wxID_ANY);
event.SetId( EventType );
event.SetInt( integer );
event.SetString( wxString::FromAscii(text.c_str()) );
m_netptr->AddPendingEvent(event);
}
//--------------------------------
// SERVER SIDE THREAD
//--------------------------------
ServerSide::ServerSide(NetPlay* netptr, sf::SocketTCP socket, sf::SocketUDP socketUDP, int netmodel, std::string nick)
: wxThread()
{
m_numplayers = 0;
m_data_received = false;
m_netmodel = netmodel;
m_socket = socket;
m_socketUDP = socketUDP;
m_netptr = netptr;
m_nick = nick;
Event = new NetEvent(m_netptr);
}
char ServerSide::GetSocket(sf::SocketTCP Socket)
{
for (int i=0; i < m_numplayers; i++)
{
if(m_client[i].socket == Socket)
return i;
}
return 0xE;
}
bool ServerSide::RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time)
{
sf::SelectorUDP Selector;
sf::IPAddress Addr;
Selector.Add(Socket);
if (Selector.Wait(Time) > 0)
{
Socket.Receive(Data, Max, Recvd, Addr);
return true;
}
else
{
return false;
}
}
void *ServerSide::Entry()
{
// Add listening socket
m_selector.Add(m_socket);
while (1)
{
char nbSocketReady = m_selector.Wait(0.5);
for (char i = 0; i < nbSocketReady; ++i)
{
m_CriticalSection.Enter();
sf::SocketTCP Socket = m_selector.GetSocketReady(i);
if (Socket == m_socket)
{
// Incoming connection
Event->AppendText(_("*Connection Request... "));
sf::SocketTCP Incoming;
sf::IPAddress Address;
m_socket.Accept(Incoming, &Address);
unsigned char sent = 0x12;
if ((m_netmodel == 0 && m_numplayers > 0) || m_numplayers == 3)
{
Incoming.Send((const char *)&sent, 1); // Tell it the server is full...
Incoming.Close(); // Then close the connection
Event->AppendText(_(" Server is Full !\n"));
}
else
{
Event->AppendText(_(" Connection accepted\n"));
m_client[m_numplayers].socket = Incoming;
m_client[m_numplayers].address = Address;
if (SyncValues(m_numplayers, Address))
{
// Add it to the selector
m_selector.Add(Incoming);
Event->SendEvent(HOST_NEWPLAYER);
m_numplayers++;
}
else
{
Event->AppendText(_("ERROR : Unable to establish UDP connection !\n"));
Incoming.Close();
}
}
}
else
{
unsigned char recv;
int socket_nb;
size_t recv_size;
sf::Socket::Status recv_status;
socket_nb = GetSocket(Socket);
if ((recv_status = Socket.Receive((char *)&recv, 1, recv_size)) == sf::Socket::Done)
{
#ifdef NET_DEBUG
char recv_str[32];
sprintf(recv_str, "received: 0x%02x | %c\n", recv, recv);
Event->AppendText(wxString::FromAscii(recv_str));
#endif
OnServerData(socket_nb, recv);
}
else
{
if (recv_status == sf::Socket::Disconnected)
{
Event->SendEvent(HOST_PLAYERLEFT);
m_numplayers--;
std::string player_left = m_client[socket_nb].nick;
Event->AppendText( wxString::Format(wxT("*Player : %s left the game.\n\n"),
player_left.c_str()) );
// We need to adjust the struct...
for (int j = socket_nb; j < m_numplayers; j++)
{
m_client[j].socket = m_client[j+1].socket;
m_client[j].nick = m_client[j+1].nick;
m_client[j].ready = m_client[j+1].ready;
}
// Send disconnected message to all
unsigned char send = 0x11;
unsigned int str_size = (int)player_left.size();
for (int j=0; j < m_numplayers ; j++)
{
m_client[j].socket.Send((const char*)&send, 1);
m_client[j].socket.Send((const char*)&str_size, 4);
m_client[j].socket.Send(player_left.c_str(), (int)str_size + 1);
}
}
else
{
// Hopefully this should never happen, the client is not
// Even warned that he is being dropped...
Event->SendEvent(HOST_ERROR, m_client[socket_nb].nick);
}
m_selector.Remove(Socket);
Socket.Close();
}
}
m_CriticalSection.Leave();
}
if(TestDestroy())
{
// Stop listening
m_socket.Close();
// Delete the Thread and close clients sockets
for (char i=0; i < m_numplayers ; i++)
m_client[i].socket.Close();
break;
}
}
return NULL;
}
bool ServerSide::SyncValues(unsigned char socketnb, sf::IPAddress Address)
{
sf::SocketTCP Socket = m_client[socketnb].socket;
std::string buffer_str = m_netptr->GetSelectedGame();
char *buffer = NULL;
unsigned char init_number;
u32 buffer_size = (u32)buffer_str.size();
size_t received;
bool errorUDP = false;
// First, Send the number of connected clients & netmodel
Socket.Send((const char *)&m_numplayers, 1);
Socket.Send((const char *)&m_netmodel, 4);
// Send the Game String
Socket.Send((const char *)&buffer_size, 4);
Socket.Send(buffer_str.c_str(), buffer_size + 1);
// Send the host Nickname
buffer_size = (u32)m_nick.size();
Socket.Send((const char *)&buffer_size, 4);
Socket.Send(m_nick.c_str(), buffer_size + 1);
// Read client's UDP Port
Socket.Receive((char *)&m_client[m_numplayers].port, sizeof(short), received);
// Read returned nickname
Socket.Receive((char *)&buffer_size, 4, received);
buffer = new char[buffer_size + 1];
Socket.Receive(buffer, buffer_size + 1, received);
m_client[socketnb].nick = std::string(buffer);
m_client[socketnb].ready = false;
///////////////////
// Test UDP Socket
///////////////////
if (m_socketUDP.Send((const char*)&m_numplayers, 1, Address, m_client[m_numplayers].port) == sf::Socket::Done)
{
// Test UDP Socket Receive, 2s timeout
if (!RecvT(m_socketUDP, (char*)&init_number, 1, received, 2))
errorUDP = true;
}
else
errorUDP = true;
// Check if the client has the game
Socket.Receive((char *)&init_number, 1, received);
delete[] buffer;
if (!errorUDP)
{
// Send to all connected clients
if (m_numplayers > 0)
{
unsigned char send = 0x10;
buffer_size = (int)m_client[socketnb].nick.size();
for (int i=0; i < m_numplayers ; i++)
{
// Do not send to connecting player
if (i == socketnb)
continue;
m_client[i].socket.Send((const char *)&send, 1); // Init new connection
m_client[i].socket.Send((const char *)&init_number, 1); // Send Game found ?
m_client[i].socket.Send((const char *)&buffer_size, 4); // Send client nickname
m_client[i].socket.Send(m_client[socketnb].nick.c_str(), buffer_size + 1);
}
}
Event->AppendText( wxString::Format(wxT("*Connection established to %s (%s:%d)\n"),
m_client[socketnb].nick.c_str(), Address.ToString().c_str(), m_client[m_numplayers].port) );
if (init_number != 0x1F) // Not Found
for (int i = 0; i < 4; i++)
Event->AppendText(_("WARNING : Game Not Found on Client Side !\n"));
// UDP connecton successful
init_number = 0x16;
Socket.Send((const char *)&init_number, 1);
}
else // UDP Error, disconnect client
{
// UDP connecton failed
init_number = 0x17;
Socket.Send((const char *)&init_number, 1);
return false;
}
return true;
}
void ServerSide::Write(char socknb, const char *data, size_t size, long *ping)
{
wxCriticalSectionLocker lock(m_CriticalSection);
if (ping != NULL)
{
// Ask for ping
unsigned char value = 0x15;
size_t recv_size;
u32 four_bytes = 0x101A7FA6;
Common::Timer timer;
timer.Start();
for (int i=0; i < m_numplayers ; i++)
{
m_client[i].socket.Send((const char*)&value, 1);
timer.Update();
m_client[i].socket.Send((const char*)&four_bytes, 4);
m_client[i].socket.Receive((char*)&four_bytes, 4, recv_size);
ping[i] = (long)timer.GetTimeDifference();
}
return;
}
// Send the data safely, without intefering with another call
m_client[socknb].socket.Send(data, size);
}
void ServerSide::WriteUDP(char socknb, const char *data, size_t size)
{
wxCriticalSectionLocker lock(m_CriticalSection);
m_socketUDP.Send(data, size, m_client[socknb].address, m_client[socknb].port);
}
//--------------------------------
// CLIENT SIDE THREAD
//--------------------------------
ClientSide::ClientSide(NetPlay* netptr, sf::SocketTCP socket, sf::SocketUDP socketUDP, std::string addr, std::string nick)
: wxThread()
{
m_numplayers = 0;
m_data_received = false;
m_netmodel = 0;
m_socket = socket;
m_socketUDP = socketUDP;
m_port = m_socketUDP.GetPort();
m_netptr = netptr;
m_nick = nick;
m_addr = addr;
Event = new NetEvent(m_netptr);
}
bool ClientSide::RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time)
{
sf::SelectorUDP Selector;
sf::IPAddress addr;
Selector.Add(Socket);
if (Selector.Wait(Time) > 0)
{
Socket.Receive(Data, Max, Recvd, addr);
return true;
}
else
{
return false;
}
}
void *ClientSide::Entry()
{
Event->AppendText(_("*Connection Request... "));
// If we get here, the connection is already accepted, however the game may be full
if (SyncValues())
{
// Tell the server if the client has the game
CheckGameFound();
// Check UDP connection
unsigned char value;
size_t val_sz;
m_socket.Receive((char *)&value, 1, val_sz);
if (value == 0x16) // UDP connection successful
{
Event->AppendText(_("Connection successful !\n"));
Event->AppendText( wxString::Format(wxT("*Connection established to %s (%s)\n*Game is : %s\n"),
m_hostnick.c_str(), m_addr.c_str(), m_selectedgame.c_str() ) );
}
else
{
Event->AppendText(_("UDP Connection FAILED !\n"
"ERROR : Unable to establish UDP Connection, please Check UDP Port forwarding !"));
m_socket.Close();
Event->SendEvent(HOST_ERROR);
return NULL;
}
}
else // Server is Full
{
m_socket.Close();
Event->SendEvent(HOST_FULL);
return NULL;
}
m_netptr->ChangeSelectedGame(m_selectedgame);
Event->SendEvent(HOST_NEWPLAYER, "NULL", m_netmodel);
Event->SendEvent(GUI_UPDATE);
m_selector.Add(m_socket);
while (1)
{
unsigned char recv;
size_t recv_size;
sf::Socket::Status recv_status;
// we use a selector because of the useful timeout
if (m_selector.Wait(0.5) > 0)
{
m_CriticalSection.Enter();
if ((recv_status = m_socket.Receive((char *)&recv, 1, recv_size)) == sf::Socket::Done)
{
#ifdef NET_DEBUG
char recv_str[32];
sprintf(recv_str, "received: 0x%02x | %c\n", recv, recv);
Event->AppendText(wxString::FromAscii(recv_str));
#endif
OnClientData(recv);
}
else
{
if (recv_status == sf::Socket::Disconnected)
{
Event->SendEvent(HOST_DISCONNECTED);
}
else
{
Event->SendEvent(HOST_ERROR);
}
m_selector.Remove(m_socket);
m_socket.Close();
return NULL;
}
m_CriticalSection.Leave();
}
if(TestDestroy())
{
m_socket.Close();
break;
}
}
return NULL;
}
bool ClientSide::SyncValues()
{
unsigned int buffer_size = (int)m_nick.size();
unsigned char byterecv;
bool errorUDP;
char *buffer = NULL;
size_t recv_size;
unsigned short server_port;
std::string host = m_addr.substr(0, m_addr.find(':'));
TryParseInt(m_addr.substr(m_addr.find(':')+1).c_str(), (int *)&server_port);
// First, Read the init number : nbplayers (0-2) or server full (0x12)
m_socket.Receive((char *)&m_numplayers, 1, recv_size);
if (m_numplayers == 0x12)
return false;
m_socket.Receive((char *)&m_netmodel, 4, recv_size);
// Send client's UDP Port
m_socket.Send((const char *)&m_port, sizeof(short));
// Send client's nickname
m_socket.Send((const char *)&buffer_size, 4);
m_socket.Send(m_nick.c_str(), buffer_size + 1);
// Read the Game String
m_socket.Receive((char *)&buffer_size, 4, recv_size);
buffer = new char[buffer_size + 1];
m_socket.Receive(buffer, buffer_size + 1, recv_size);
m_selectedgame = std::string(buffer);
// Read the host Nickname
m_socket.Receive((char *)&buffer_size, 4, recv_size);
buffer = new char[buffer_size + 1];
m_socket.Receive(buffer, buffer_size + 1, recv_size);
m_hostnick = std::string(buffer);
///////////////////
// Test UDP Socket
///////////////////
if (m_socketUDP.Send((const char*)&m_numplayers, 1, host.c_str(), server_port) == sf::Socket::Done)
{
// Test UDP Socket Receive, 2s timeout
if (!RecvT(m_socketUDP, (char*)&byterecv, 1, recv_size, 2))
errorUDP = true;
}
else
errorUDP = true;
delete[] buffer;
return true;
}
void ClientSide::CheckGameFound()
{
unsigned char send_value;
// Check if the game selected by Host is in Client's Game List
m_netptr->IsGameFound(&send_value, m_selectedgame);
if (send_value == 0x1F) // Found
{
m_socket.Send((const char *)&send_value, 1);
}
else
{
m_socket.Send((const char *)&send_value, 1);
for (int i = 0; i < 2; i++)
Event->AppendText(_("WARNING : You do not have the Selected Game !\n"));
}
}
void ClientSide::Write(const char *data, size_t size, long *ping)
{
wxCriticalSectionLocker lock(m_CriticalSection);
if (ping != NULL)
{
// Ask for ping
unsigned char value = 0x15;
size_t recv_size;
int four_bytes = 0x101A7FA6;
Common::Timer timer;
timer.Start();
m_socket.Send((const char*)&value, 1);
m_socket.Send((const char*)&four_bytes, 4);
m_socket.Receive((char*)&four_bytes, 4, recv_size);
*ping = (long)timer.GetTimeElapsed();
return;
}
m_socket.Send(data, size);
}
void ClientSide::WriteUDP(const char *data, size_t size)
{
wxCriticalSectionLocker lock(m_CriticalSection);
unsigned short server_port;
std::string host = m_addr.substr(0, m_addr.find(':'));
TryParseInt(m_addr.substr(m_addr.find(':')+1).c_str(), (int *)&server_port);
m_socketUDP.Send(data, size, host.c_str(), server_port);
}