dolphin/Source/Core/DolphinWX/Src/NetWindow.h
nakeee 4e98655aa3 fix compile on linux
fixed some warnings.
(gcc seems not to like char variables as array subscript)



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3330 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-05 07:36:55 +00:00

318 lines
8.5 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/
#ifndef _NETWINDOW_H_
#define _NETWINDOW_H_
#include <SFML/Network.hpp>
#include <string>
#include <wx/wx.h>
#include <wx/sizer.h>
#include <wx/dialog.h>
#include <wx/notebook.h>
#include <wx/gbsizer.h>
#include <wx/listbox.h>
#include <wx/thread.h>
#include "Globals.h"
#include "BootManager.h"
#include "Common.h"
#include "Core.h"
#include "pluginspecs_pad.h"
#include "HW/SI.h"
#include "HW/SI_Device.h"
#include "HW/SI_DeviceGCController.h"
#include "Timer.h"
#ifdef _DEBUG
#define NET_DEBUG
#endif
// Use TCP instead of UDP to send pad data @ 60fps. Suitable and better for LAN netplay,
// Unrealistic for Internet netplay, unless you have an uberfast connexion (<10ms ping)
// #define USE_TCP
class NetPlay;
struct Netpads {
int nHi[128];
int nLow[128];
};
struct Clients {
std::string nick;
sf::SocketTCP socket;
unsigned short port;
sf::IPAddress address;
bool ready;
};
class NetEvent
{
public:
NetEvent(NetPlay* netptr) { m_netptr = netptr; }
~NetEvent() {};
void SendEvent(int EventType, std::string="NULL", int=NULL);
void AppendText(const wxString text);
private:
NetPlay *m_netptr;
};
class ServerSide : public wxThread
{
public:
ServerSide(NetPlay* netptr, sf::SocketTCP, sf::SocketUDP, int netmodel, std::string nick);
~ServerSide() {};
virtual void *Entry();
void Write(int socknb, const char *data, size_t size, long *ping=NULL);
void WriteUDP(int socknb, const char *data, size_t size);
bool isNewPadData(u32 *netValues, bool current, int client=0);
private:
bool SyncValues(unsigned char, sf::IPAddress);
bool RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time = 0);
char GetSocket(sf::SocketTCP Socket);
void OnServerData(int sock, unsigned char data);
void IsEveryoneReady();
NetPlay *m_netptr;
NetEvent *Event;
u32 m_netvalues[3][3];
bool m_data_received; // New Pad data received ?
unsigned char m_numplayers;
int m_netmodel;
std::string m_nick;
Clients m_client[3]; // Connected client objects
sf::SelectorTCP m_selector;
sf::SocketTCP m_socket; // Server 'listening' socket
sf::SocketUDP m_socketUDP;
wxCriticalSection m_CriticalSection;
};
class ClientSide : public wxThread
{
public:
ClientSide(NetPlay* netptr, sf::SocketTCP, sf::SocketUDP, std::string addr, std::string nick);
~ClientSide() {}
virtual void *Entry();
void Write(const char *data, size_t size, long *ping=NULL);
void WriteUDP(const char *data, size_t size);
bool isNewPadData(u32 *netValues, bool current, bool isVersus=true);
private:
bool SyncValues();
void CheckGameFound();
void OnClientData(unsigned char data);
bool RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time=0);
NetPlay *m_netptr;
NetEvent *Event;
u32 m_netvalues[3][3];
bool m_data_received; // New Pad data received ?
unsigned char m_numplayers;
int m_netmodel;
std::string m_nick;
std::string m_hostnick;
std::string m_selectedgame;
sf::SelectorTCP m_selector;
sf::SocketTCP m_socket; // Client I/O socket
sf::SocketUDP m_socketUDP;
unsigned short m_port;
std::string m_addr; // Contains the server addr
wxCriticalSection m_CriticalSection;
};
class NetPlay : public wxFrame
{
public:
NetPlay(wxWindow* parent, std::string GamePath = "", std::string GameName = "");
~NetPlay();
void UpdateNetWindow(bool update_infos, wxString=wxT("NULL"));
void AppendText(const wxString text) { m_Logging->AppendText(text); }
// Send and receive pads values
bool GetNetPads(u8 pad_nb, SPADStatus, u32 *netvalues);
void ChangeSelectedGame(std::string game);
void IsGameFound(unsigned char*, std::string);
std::string GetSelectedGame() { wxCriticalSectionLocker lock(m_critical); return m_selectedGame; }
void LoadGame();
protected:
// Protects our vars from being fuxored by threads
wxCriticalSection m_critical;
// this draws the GUI, ya rly
void DrawGUI();
void DrawNetWindow();
// event handlers
void OnGUIEvent(wxCommandEvent& event);
void OnDisconnect(wxCommandEvent& event);
void OnNetEvent(wxCommandEvent& event);
void OnQuit(wxCloseEvent& event);
void OnJoin(wxCommandEvent& event);
void OnHost(wxCommandEvent& event);
// Net play vars (used ingame)
int m_frame;
int m_lastframe;
Common::Timer m_timer;
int m_loopframe;
int m_frameDelay;
bool m_data_received;// True if first frame data received
// Basic vars
std::string m_paths; // Game paths list
std::string m_games; // Game names list
std::string m_selectedGame;// Selected game's string
std::string m_hostaddr; // Used with OnGetIP to cache it
bool m_ready, m_clients_ready;
std::string m_nick;
int m_NetModel; // Using P2P model (0) or Server model (1)
int m_isHosting; // 0 = false ; 1 = true ; 2 = Not set
unsigned char m_numClients; // starting from 0, 4 players max thus 3 clients
std::string m_address; // The address entered into connection box
unsigned short m_port;
Netpads m_pads[4]; // this struct is used to save synced pad values
IniFile ConfigIni;
// Sockets objects
ServerSide *m_sock_server;
ClientSide *m_sock_client;
// -----------
// GUI objects
// -----------
wxNotebook *m_Notebook;
wxPanel *m_Tab_Connect;
wxPanel *m_Tab_Host;
wxStaticText *m_SetNick_text;
wxTextCtrl *m_SetNick;
wxChoice *m_NetMode;
// Host tab :
wxArrayString m_GameList_str;
wxStaticText *m_GameList_text;
wxListBox *m_GameList;
wxStaticText *m_SetPort_text;
wxTextCtrl *m_SetPort;
wxButton *m_HostGame;
// Connect tab :
wxTextCtrl *m_ConAddr;
wxStaticText *m_ConAddr_text;
wxButton *m_JoinGame;
wxCheckBox *m_UseRandomPort;
// Connection window
wxButton *m_Game_str;
wxTextCtrl *m_Logging;
wxTextCtrl *m_Chat;
wxButton *m_Chat_ok;
// Right part
wxButton *m_wtfismyip;
wxButton *m_ChangeGame;
// Left Part
wxButton *m_Disconnect;
wxStaticText *m_ConInfo_text;
wxButton *m_GetPing;
wxCheckBox *m_Ready;
wxCheckBox *m_RecordGame;
// wxWidgets event table
DECLARE_EVENT_TABLE()
};
class GameListPopup : public wxDialog
{
public:
GameListPopup(NetPlay *net_ptr, wxArrayString GameNames);
~GameListPopup() {}
protected:
void OnButtons(wxCommandEvent& event);
wxArrayString m_GameList_str;
NetPlay* m_netParent;
wxListBox *m_GameList;
wxButton *m_Accept;
wxButton *m_Cancel;
DECLARE_EVENT_TABLE()
};
enum
{
ID_NOTEBOOK,
ID_TAB_HOST,
ID_TAB_CONN,
ID_BUTTON_HOST,
ID_BUTTON_JOIN,
ID_NETMODE,
ID_GAMELIST,
ID_LOGGING_TXT,
ID_CHAT,
ID_SETNICK,
ID_SETPORT,
ID_CONNADDR,
ID_CONNINFO_TXT,
ID_USE_RANDOMPORT,
ID_BUTTON_GETPING,
ID_BUTTON_GETIP,
ID_CHANGEGAME,
ID_BUTTON_QUIT,
ID_BUTTON_CHAT,
ID_READY,
ID_RECORD,
ID_SOCKET,
ID_SERVER,
HOST_FULL = 200, // ...
HOST_ERROR, // Sent on socket error
HOST_DISCONNECTED,
HOST_NEWPLAYER,
HOST_PLAYERLEFT,
CLIENTS_READY,
CLIENTS_NOTREADY,
GUI_UPDATE, // Refresh the shown selectedgame on GUI
ADD_TEXT, // Add text to m_Logging (string)
ADD_INFO, // Sent when updating net infos (string)
NET_EVENT
};
#endif // _NETWINDOW_H_