dolphin/Source/Core/Core/NetPlayProto.h
Aestek 51c77e8eea Add md5 testing to netplay
Allows to test current game, an arbitrary game or the sdcard of all players
at once.
2016-07-16 22:48:46 +02:00

95 lines
1.7 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <vector>
#include "Common/CommonTypes.h"
#include "Core/HW/EXI_Device.h"
struct NetSettings
{
bool m_CPUthread;
int m_CPUcore;
bool m_EnableCheats;
int m_SelectedLanguage;
bool m_OverrideGCLanguage;
bool m_ProgressiveScan;
bool m_PAL60;
bool m_DSPHLE;
bool m_DSPEnableJIT;
bool m_WriteToMemcard;
bool m_OCEnable;
float m_OCFactor;
TEXIDevices m_EXIDevice[2];
};
extern NetSettings g_NetPlaySettings;
extern u64 g_netplay_initial_gctime;
struct Rpt : public std::vector<u8>
{
u16 channel;
};
// messages
enum
{
NP_MSG_PLAYER_JOIN = 0x10,
NP_MSG_PLAYER_LEAVE = 0x11,
NP_MSG_CHAT_MESSAGE = 0x30,
NP_MSG_PAD_DATA = 0x60,
NP_MSG_PAD_MAPPING = 0x61,
NP_MSG_PAD_BUFFER = 0x62,
NP_MSG_WIIMOTE_DATA = 0x70,
NP_MSG_WIIMOTE_MAPPING = 0x71,
NP_MSG_START_GAME = 0xA0,
NP_MSG_CHANGE_GAME = 0xA1,
NP_MSG_STOP_GAME = 0xA2,
NP_MSG_DISABLE_GAME = 0xA3,
NP_MSG_GAME_STATUS = 0xA4,
NP_MSG_TIMEBASE = 0xB0,
NP_MSG_DESYNC_DETECTED = 0xB1,
NP_MSG_COMPUTE_MD5 = 0xC0,
NP_MSG_MD5_PROGRESS = 0xC1,
NP_MSG_MD5_RESULT = 0xC2,
NP_MSG_MD5_ABORT = 0xC3,
NP_MSG_MD5_ERROR = 0xC4,
NP_MSG_READY = 0xD0,
NP_MSG_NOT_READY = 0xD1,
NP_MSG_PING = 0xE0,
NP_MSG_PONG = 0xE1,
NP_MSG_PLAYER_PING_DATA = 0xE2,
NP_MSG_SYNC_GC_SRAM = 0xF0,
};
enum
{
CON_ERR_SERVER_FULL = 1,
CON_ERR_GAME_RUNNING = 2,
CON_ERR_VERSION_MISMATCH = 3
};
using NetWiimote = std::vector<u8>;
using MessageId = u8;
using PlayerId = u8;
using FrameNum = u32;
using PadMapping = s8;
using PadMappingArray = std::array<PadMapping, 4>;
namespace NetPlay
{
bool IsNetPlayRunning();
}