mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
39ae36398f
using it as a constant in several places. Saves a few bytes and the time it takes to recompile a bunch of files whenever svnversion twitches. Using the SVN version string as an integer is not portable as the Unix svnversion always includes e.g. the "M" suffix for a modified tree. Windows people, please check my change to Plugin_VideoDX9/Src/main.cpp as I don't really understand how _T() and the %hs format string work. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5852 8ced0084-cf51-0410-be5f-012b33b47a6e
636 lines
14 KiB
C++
636 lines
14 KiB
C++
#include "NetPlay.h"
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#include "NetWindow.h"
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// called from ---GUI--- thread
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NetPlayServer::~NetPlayServer()
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{
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if (is_connected)
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{
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m_do_loop = false;
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m_thread->WaitForDeath();
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delete m_thread;
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}
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}
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// called from ---GUI--- thread
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NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd, const std::string& game)
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{
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m_dialog = npd;
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m_selected_game = game;
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m_update_pings = true;
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if (m_socket.Listen(port))
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{
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Client player;
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player.pid = 0;
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player.revision = netplay_dolphin_ver;
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player.socket = m_socket;
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player.name = name;
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// map local pad 1 to game pad 1
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player.pad_map[0] = 0;
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// add self to player list
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m_players[m_socket] = player;
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m_local_player = &m_players[m_socket];
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//PanicAlert("Listening");
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UpdateGUI();
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = new Common::Thread(NetPlayThreadFunc, this);
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}
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else
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is_connected = false;
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::Entry()
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{
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while (m_do_loop)
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{
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// update pings every so many seconds
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if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings)
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{
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//PanicAlert("sending pings");
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m_ping_key = Common::Timer::GetTimeMs();
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PING;
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spac << m_ping_key;
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//CritLocker player_lock(m_crit.players);
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CritLocker send_lock(m_crit.send);
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m_ping_timer.Start();
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SendToClients(spac);
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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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{
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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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{
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sf::SocketTCP accept_socket;
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m_socket.Accept(accept_socket);
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m_crit.game.Enter(); // lock game state
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const unsigned int error = OnConnect(accept_socket);
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m_crit.game.Leave();
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if (error)
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{
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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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}
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}
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// client socket
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else
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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 recieved, disconnect the client
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if (0 == OnData(rpac, ready_socket))
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break;
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//case sf::Socket::Disconnected :
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default :
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m_crit.game.Enter(); // lock game state
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OnDisconnect(ready_socket);
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m_crit.game.Leave();
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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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// close listening socket and client sockets
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{
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std::map<sf::SocketTCP, Client>::reverse_iterator
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i = m_players.rbegin(),
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e = m_players.rend();
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for ( ; i!=e; ++i)
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i->second.socket.Close();
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}
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return;
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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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{
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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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std::string npver;
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rpac >> npver;
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// dolphin netplay version
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if (npver != NETPLAY_VERSION)
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return CON_ERR_VERSION_MISMATCH;
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// game is currently running
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if (m_is_running)
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return CON_ERR_GAME_RUNNING;
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// too many players
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if (m_players.size() >= 255)
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return CON_ERR_SERVER_FULL;
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// cause pings to be updated
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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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rpac >> player.revision;
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rpac >> player.name;
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// give new client first available id
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player.pid = 0;
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std::map<sf::SocketTCP, Client>::const_iterator
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i,
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e = m_players.end();
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for (PlayerId p = 1; 0 == player.pid; ++p)
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{
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for (i = m_players.begin(); ; ++i)
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{
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if (e == i)
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{
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player.pid = p;
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break;
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}
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if (p == i->second.pid)
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break;
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}
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}
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// TODO: this is crappy
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// try to automatically assign new user a pad
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{
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bool is_mapped[4] = {false,false,false,false};
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for ( unsigned int m = 0; m<4; ++m)
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{
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for (i = m_players.begin(); i!=e; ++i)
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{
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if (i->second.pad_map[m] >= 0)
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is_mapped[(unsigned)i->second.pad_map[m]] = true;
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}
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}
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for ( unsigned int m = 0; m<4; ++m)
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if (false == is_mapped[m])
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{
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player.pad_map[0] = m;
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break;
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}
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}
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// ENTER
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m_crit.send.Enter();
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// send join message to already connected clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << player.pid << player.name << player.revision;
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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 << (MessageId)0;
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spac << player.pid;
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socket.Send(spac);
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// send new client the selected game
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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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// sync values with new client
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for (i = m_players.begin(); i!=e; ++i)
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{
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spac.Clear();
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << i->second.pid << i->second.name << i->second.revision;
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socket.Send(spac);
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}
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// LEAVE
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m_crit.send.Leave();
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// add client to the player list
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m_crit.players.Enter(); // lock players
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m_players[socket] = player;
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m_crit.send.Enter(); // lock send
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UpdatePadMapping(); // sync pad mappings with everyone
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m_crit.send.Leave();
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m_crit.players.Leave();
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// add client to selector/ used for receiving
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m_selector.Add(socket);
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UpdateGUI();
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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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{
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if (m_is_running)
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{
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PanicAlert("Client disconnect while game is running!! NetPlay is disabled. You manually stop the game.");
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CritLocker game_lock(m_crit.game); // lock game state
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m_is_running = false;
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NetPlay_Disable();
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sf::Packet spac;
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spac << (MessageId)NP_MSG_DISABLE_GAME;
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// this thread doesnt need players lock
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CritLocker send_lock(m_crit.send); // lock send
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SendToClients(spac);
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}
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_LEAVE;
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spac << m_players[socket].pid;
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m_selector.Remove(socket);
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CritLocker player_lock(m_crit.players); // lock players
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m_players.erase(m_players.find(socket));
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// alert other players of disconnect
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CritLocker send_lock(m_crit.send); // lock send
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SendToClients(spac);
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UpdateGUI();
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return 0;
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}
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// called from ---GUI--- thread
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bool NetPlayServer::GetPadMapping(const int pid, int map[])
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{
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CritLocker player_lock(m_crit.players); // lock players
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std::map<sf::SocketTCP, Client>::const_iterator
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i = m_players.begin(),
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e = m_players.end();
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for (; i!=e; ++i)
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if (pid == i->second.pid)
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break;
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// player not found
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if (i == e)
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return false;
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// get pad mapping
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for (unsigned int m = 0; m<4; ++m)
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map[m] = i->second.pad_map[m];
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return true;
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}
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// called from ---GUI--- thread
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bool NetPlayServer::SetPadMapping(const int pid, const int map[])
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{
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CritLocker game_lock(m_crit.game); // lock game
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if (m_is_running)
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return false;
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CritLocker player_lock(m_crit.players); // lock players
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std::map<sf::SocketTCP, Client>::iterator
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i = m_players.begin(),
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e = m_players.end();
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for (; i!=e; ++i)
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if (pid == i->second.pid)
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break;
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// player not found
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if (i == e)
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return false;
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Client& player = i->second;
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// set pad mapping
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for (unsigned int m = 0; m<4; ++m)
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{
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player.pad_map[m] = (PadMapping)map[m];
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// remove duplicate mappings
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for (i = m_players.begin(); i!=e; ++i)
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for (unsigned int p = 0; p<4; ++p)
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if (p != m || i->second.pid != pid)
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if (player.pad_map[m] == i->second.pad_map[p])
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i->second.pad_map[p] = -1;
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}
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CritLocker send_lock(m_crit.send); // lock send
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UpdatePadMapping(); // sync pad mappings with everyone
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UpdateGUI();
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return true;
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}
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// called from ---NETPLAY--- thread
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void NetPlayServer::UpdatePadMapping()
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{
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std::map<sf::SocketTCP, Client>::const_iterator
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i = m_players.begin(),
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e = m_players.end();
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for (; i!=e; ++i)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_MAPPING;
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spac << i->second.pid;
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for (unsigned int pm = 0; pm<4; ++pm)
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spac << i->second.pad_map[pm];
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SendToClients(spac);
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}
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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u64 NetPlayServer::CalculateMinimumBufferTime()
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{
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CritLocker player_lock(m_crit.players);
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std::map<sf::SocketTCP, Client>::const_iterator
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i = m_players.begin(),
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e = m_players.end();
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std::priority_queue<unsigned int> pings;
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for ( ;i!=e; ++i)
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pings.push(i->second.ping/2);
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unsigned int required_ms = pings.top();
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// if there is more than 1 client, buffersize must be >= (2 highest ping times combined)
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if (pings.size() > 1)
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{
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pings.pop();
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required_ms += pings.top();
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}
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return required_ms;
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread
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void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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{
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CritLocker game_lock(m_crit.game); // lock game state
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m_crit.buffer.Enter(); // lock buffer
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m_target_buffer_size = size;
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m_crit.buffer.Leave();
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// tell clients to change buffer size
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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CritLocker player_lock(m_crit.players); // lock players
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CritLocker send_lock(m_crit.send); // lock send
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SendToClients(spac);
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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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{
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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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case NP_MSG_CHAT_MESSAGE :
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{
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std::string msg;
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packet >> msg;
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// send msg to other clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << player.pid;
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spac << msg;
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m_crit.send.Enter(); // lock send
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SendToClients(spac, player.pid);
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m_crit.send.Leave();
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// add to gui
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std::ostringstream ss;
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ss << player.name << '[' << (char)(player.pid+'0') << "]: " << msg;
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AppendChatGUI(ss.str());
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}
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break;
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case NP_MSG_PAD_DATA :
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{
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m_crit.buffer.Enter(); // lock buffer
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// if this is pad data from the last game still being received, ignore it
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if (player.on_game != m_on_game)
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break;
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PadMapping map = 0;
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NetPad np;
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packet >> map >> np.nHi >> np.nLo;
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// check if client's pad indeed maps in game
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if (map >= 0 && map < 4)
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map = player.pad_map[(unsigned)map];
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else
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map = -1;
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// if not, they are hacking, so disconnect them
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// this could happen right after a pad map change, but that isn't implimented yet
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if (map < 0)
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return 1;
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// add to pad buffer
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m_pad_buffer[(unsigned)map].push(np);
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m_crit.buffer.Leave();
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// relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << map; // in game mapping
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spac << np.nHi << np.nLo;
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CritLocker send_lock(m_crit.send); // lock send
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_PONG :
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{
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const u32 ping = m_ping_timer.GetTimeElapsed();
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u32 ping_key = 0;
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packet >> ping_key;
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if (m_ping_key == ping_key)
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{
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//PanicAlert("good pong");
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player.ping = ping;
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}
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UpdateGUI();
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}
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break;
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case NP_MSG_START_GAME :
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{
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packet >> player.on_game;
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}
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break;
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default :
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PanicAlert("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
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// unknown message, kick the client
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return 1;
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break;
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}
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return 0;
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}
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// called from ---GUI--- thread
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void NetPlayServer::GetPlayerList(std::string& list, std::vector<int>& pid_list)
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{
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CritLocker player_lock(m_crit.players); // lock players
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std::ostringstream ss;
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std::map<sf::SocketTCP, Client>::const_iterator
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i = m_players.begin(),
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e = m_players.end();
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for ( ; i!=e; ++i)
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{
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ss << i->second.ToString() << " " << i->second.ping << "ms\n";
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pid_list.push_back(i->second.pid);
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}
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list = ss.str();
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}
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// called from ---GUI--- thread / and ---NETPLAY--- thread
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void NetPlayServer::SendChatMessage(const std::string& msg)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << (PlayerId)0; // server id always 0
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spac << msg;
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CritLocker send_lock(m_crit.send); // lock send
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SendToClients(spac);
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}
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// called from ---GUI--- thread
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bool NetPlayServer::ChangeGame(const std::string &game)
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{
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CritLocker game_lock(m_crit.game); // lock game state
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m_selected_game = game;
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// send changed game to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << game;
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CritLocker player_lock(m_crit.players); // lock players
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CritLocker send_lock(m_crit.send); // lock send
|
|
SendToClients(spac);
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from ---CPU--- thread
|
|
void NetPlayServer::SendPadState(const PadMapping local_nb, const NetPad& np)
|
|
{
|
|
// send to server
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_PAD_DATA;
|
|
spac << m_local_player->pad_map[local_nb]; // in-game pad num
|
|
spac << np.nHi << np.nLo;
|
|
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
SendToClients(spac);
|
|
}
|
|
|
|
// called from ---GUI--- thread
|
|
bool NetPlayServer::StartGame(const std::string &path)
|
|
{
|
|
m_crit.buffer.Enter(); // lock buffer
|
|
|
|
if (false == NetPlay::StartGame(path))
|
|
return false;
|
|
|
|
// TODO: i dont like this here
|
|
m_on_game = Common::Timer::GetTimeMs();
|
|
m_crit.buffer.Leave();
|
|
|
|
// no change, just update with clients
|
|
AdjustPadBufferSize(m_target_buffer_size);
|
|
|
|
// tell clients to start game
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_START_GAME;
|
|
spac << m_on_game;
|
|
|
|
CritLocker player_lock(m_crit.players); // lock players
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
SendToClients(spac);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// called from ---GUI--- thread
|
|
bool NetPlayServer::StopGame()
|
|
{
|
|
if (false == NetPlay::StopGame())
|
|
return false;
|
|
|
|
// tell clients to stop game
|
|
sf::Packet spac;
|
|
spac << (MessageId)NP_MSG_STOP_GAME;
|
|
|
|
CritLocker player_lock(m_crit.players); // lock players
|
|
CritLocker send_lock(m_crit.send); // lock send
|
|
SendToClients(spac);
|
|
|
|
return true;
|
|
}
|
|
|
|
// called from multiple threads
|
|
void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
|
|
{
|
|
std::map<sf::SocketTCP, Client>::iterator
|
|
i = m_players.begin(),
|
|
e = m_players.end();
|
|
for ( ; i!=e; ++i)
|
|
if (i->second.pid && (i->second.pid != skip_pid))
|
|
i->second.socket.Send(packet);
|
|
}
|