mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
0c16bf279b
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5435 8ced0084-cf51-0410-be5f-012b33b47a6e
348 lines
6.7 KiB
C++
348 lines
6.7 KiB
C++
#include "NetPlay.h"
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#include "NetWindow.h"
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// called from ---GUI--- thread
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NetPlayClient::~NetPlayClient()
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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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NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd)
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{
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m_dialog = npd;
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is_connected = false;
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// why is false successful? documentation says true is
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if (0 == m_socket.Connect(port, address))
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{
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// send connect message
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sf::Packet spac;
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spac << NETPLAY_VERSION;
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spac << NETPLAY_DOLPHIN_VER;
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spac << name;
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m_socket.Send(spac);
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sf::Packet rpac;
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// TODO: make this not hang
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m_socket.Receive(rpac);
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MessageId error;
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rpac >> error;
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// got error message
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if (error)
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{
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switch (error)
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{
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case CON_ERR_SERVER_FULL :
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PanicAlert("The server is full!");
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break;
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case CON_ERR_VERSION_MISMATCH :
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PanicAlert("The server and client's NetPlay versions are incompatible!");
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break;
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case CON_ERR_GAME_RUNNING :
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PanicAlert("The server responded: the game is currently running!");
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break;
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default :
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PanicAlert("The server sent an unknown error message!");
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break;
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}
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m_socket.Close();
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}
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else
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{
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rpac >> m_pid;
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Player player;
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player.name = name;
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player.pid = m_pid;
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player.revision = NETPLAY_DOLPHIN_VER;
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// add self to player list
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m_players[m_pid] = player;
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m_local_player = &m_players[m_pid];
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UpdateGUI();
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//PanicAlert("Connection successful: assigned player id: %d", m_pid);
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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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}
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else
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PanicAlert("Failed to Connect!");
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayClient::OnData(sf::Packet& packet)
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{
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MessageId mid;
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packet >> mid;
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switch (mid)
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{
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case NP_MSG_PLAYER_JOIN :
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{
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Player player;
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packet >> player.pid;
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packet >> player.name;
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packet >> player.revision;
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m_crit.players.Enter(); // lock players
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m_players[player.pid] = player;
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m_crit.players.Leave();
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UpdateGUI();
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}
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break;
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case NP_MSG_PLAYER_LEAVE :
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{
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PlayerId pid;
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packet >> pid;
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m_crit.players.Enter(); // lock players
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m_players.erase(m_players.find(pid));
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m_crit.players.Leave();
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UpdateGUI();
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}
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break;
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case NP_MSG_CHAT_MESSAGE :
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{
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PlayerId pid;
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packet >> pid;
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std::string msg;
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packet >> msg;
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// don't need lock to read in this thread
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const Player& player = m_players[pid];
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// add to gui
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std::ostringstream ss;
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ss << player.name << '[' << (char)(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_MAPPING :
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{
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PlayerId pid;
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packet >> pid;
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m_crit.players.Enter(); // lock players
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Player& player = m_players[pid];
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for (unsigned int i=0; i<4; ++i)
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packet >> player.pad_map[i];
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m_crit.players.Leave();
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UpdateGUI();
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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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PadMapping map = 0;
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NetPad np;
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packet >> map >> np.nHi >> np.nLo;
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// trusting server for good map value (>=0 && <4)
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// add to pad buffer
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m_crit.buffer.Enter(); // lock buffer
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m_pad_buffer[(unsigned)map].push(np);
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m_crit.buffer.Leave();
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}
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break;
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case NP_MSG_PAD_BUFFER :
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{
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u32 size = 0;
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packet >> size;
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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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}
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break;
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case NP_MSG_CHANGE_GAME :
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{
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// lock here?
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m_crit.game.Enter(); // lock game state
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packet >> m_selected_game;
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m_crit.game.Leave();
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// update gui
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_CHANGE_GAME);
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// TODO: using a wxString in AddPendingEvent from another thread is unsafe i guess?
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evt.SetString(wxString(m_selected_game.c_str(), *wxConvCurrent));
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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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 >> m_on_game;
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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break;
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case NP_MSG_STOP_GAME :
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{
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wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_STOP_GAME);
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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break;
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case NP_MSG_DISABLE_GAME :
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{
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PanicAlert("Other client disconnected while game is running!! NetPlay is disabled. You must 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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}
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break;
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case NP_MSG_PING :
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{
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u32 ping_key = 0;
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packet >> ping_key;
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PONG;
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spac << ping_key;
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CritLocker send_lock(m_crit.send);
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m_socket.Send(spac);
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}
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break;
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default :
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PanicAlert("Unknown message received with id : %d", mid);
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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 ---NETPLAY--- thread
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void NetPlayClient::Entry()
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{
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while (m_do_loop)
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{
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if (m_selector.Wait(0.01f))
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{
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sf::Packet rpac;
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switch (m_socket.Receive(rpac))
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{
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case sf::Socket::Done :
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OnData(rpac);
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break;
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//case sf::Socket::Disconnected :
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default :
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m_is_running = false;
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NetPlay_Disable();
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AppendChatGUI("< LOST CONNECION TO SERVER >");
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PanicAlert("Lost connection to server!");
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m_do_loop = false;
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break;
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}
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}
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}
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m_socket.Close();
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return;
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}
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// called from ---GUI--- thread
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void NetPlayClient::GetPlayerList(std::string &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<PlayerId, Player>::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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ss << i->second.ToString() << '\n';
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list = ss.str();
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}
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// called from ---GUI--- thread
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void NetPlayClient::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 << msg;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
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{
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// send to server
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << local_nb; // local pad num
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spac << np.nHi << np.nLo;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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}
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// called from ---GUI--- thread
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bool NetPlayClient::StartGame(const std::string &path)
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{
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m_crit.buffer.Enter(); // lock buffer
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if (false == NetPlay::StartGame(path))
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return false;
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// TODO: i dont like this here
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ClearBuffers();
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m_crit.buffer.Leave();
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// tell server i started the game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_START_GAME;
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spac << m_on_game;
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m_crit.send.Enter(); // lock send
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m_socket.Send(spac);
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m_crit.send.Leave();
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return true;
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}
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// called from ---GUI--- thread
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bool NetPlayClient::ChangeGame(const std::string &game)
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{
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// warning removal
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game.size();
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return true;
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}
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