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https://github.com/dolphin-emu/dolphin.git
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c7373701cc
NetPlay: Remove PadMapping type
258 lines
7.3 KiB
C++
258 lines
7.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <SFML/Network/Packet.hpp>
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#include <array>
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#include <chrono>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/SPSCQueue.h"
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#include "Common/TraversalClient.h"
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#include "Core/NetPlayProto.h"
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#include "InputCommon/GCPadStatus.h"
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namespace UICommon
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{
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class GameFile;
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}
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namespace NetPlay
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{
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class NetPlayUI
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{
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public:
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virtual ~NetPlayUI() {}
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virtual void BootGame(const std::string& filename) = 0;
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virtual void StopGame() = 0;
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virtual bool IsHosting() const = 0;
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virtual void Update() = 0;
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virtual void AppendChat(const std::string& msg) = 0;
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virtual void OnMsgChangeGame(const std::string& filename) = 0;
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virtual void OnMsgStartGame() = 0;
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virtual void OnMsgStopGame() = 0;
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virtual void OnMsgPowerButton() = 0;
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virtual void OnPadBufferChanged(u32 buffer) = 0;
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virtual void OnHostInputAuthorityChanged(bool enabled) = 0;
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virtual void OnDesync(u32 frame, const std::string& player) = 0;
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virtual void OnConnectionLost() = 0;
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virtual void OnConnectionError(const std::string& message) = 0;
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virtual void OnTraversalError(TraversalClient::FailureReason error) = 0;
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virtual void OnTraversalStateChanged(TraversalClient::State state) = 0;
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virtual void OnSaveDataSyncFailure() = 0;
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virtual bool IsRecording() = 0;
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virtual std::string FindGame(const std::string& game) = 0;
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virtual std::shared_ptr<const UICommon::GameFile> FindGameFile(const std::string& game) = 0;
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virtual void ShowMD5Dialog(const std::string& file_identifier) = 0;
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virtual void SetMD5Progress(int pid, int progress) = 0;
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virtual void SetMD5Result(int pid, const std::string& result) = 0;
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virtual void AbortMD5() = 0;
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virtual void ShowChunkedProgressDialog(const std::string& title, u64 data_size,
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const std::vector<int>& players) = 0;
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virtual void HideChunkedProgressDialog() = 0;
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virtual void SetChunkedProgress(int pid, u64 progress) = 0;
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};
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enum class PlayerGameStatus
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{
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Unknown,
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Ok,
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NotFound
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};
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class Player
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{
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public:
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PlayerId pid;
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std::string name;
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std::string revision;
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u32 ping;
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PlayerGameStatus game_status;
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bool IsHost() const { return pid == 1; }
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};
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class NetPlayClient : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void SendAsync(sf::Packet&& packet, u8 channel_id = DEFAULT_CHANNEL);
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NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
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const std::string& name, const NetTraversalConfig& traversal_config);
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~NetPlayClient();
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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std::vector<const Player*> GetPlayers();
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const NetSettings& GetNetSettings() const;
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// Called from the GUI thread.
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bool IsConnected() const { return m_is_connected; }
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bool StartGame(const std::string& path);
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bool StopGame();
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void Stop();
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bool ChangeGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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void RequestStopGame();
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void SendPowerButtonEvent();
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// Send and receive pads values
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bool WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode);
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bool GetNetPads(int pad_nb, bool from_vi, GCPadStatus* pad_status);
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u64 GetInitialRTCValue() const;
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void OnTraversalStateChanged() override;
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void OnConnectReady(ENetAddress addr) override;
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void OnConnectFailed(u8 reason) override;
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bool IsFirstInGamePad(int ingame_pad) const;
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int NumLocalPads() const;
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int InGamePadToLocalPad(int ingame_pad) const;
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int LocalPadToInGamePad(int localPad) const;
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static void SendTimeBase();
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bool DoAllPlayersHaveGame();
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const PadMappingArray& GetPadMapping() const;
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const PadMappingArray& GetWiimoteMapping() const;
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void AdjustPadBufferSize(unsigned int size);
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protected:
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struct AsyncQueueEntry
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{
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sf::Packet packet;
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u8 channel_id;
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};
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void ClearBuffers();
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struct
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{
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex async_queue_write;
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} m_crit;
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Common::SPSCQueue<AsyncQueueEntry, false> m_async_queue;
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std::array<Common::SPSCQueue<GCPadStatus>, 4> m_pad_buffer;
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std::array<Common::SPSCQueue<NetWiimote>, 4> m_wiimote_buffer;
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std::array<bool, 4> m_first_pad_status_received{};
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std::chrono::time_point<std::chrono::steady_clock> m_buffer_under_target_last;
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NetPlayUI* m_dialog = nullptr;
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ENetHost* m_client = nullptr;
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ENetPeer* m_server = nullptr;
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std::thread m_thread;
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std::string m_selected_game;
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Common::Flag m_is_running{false};
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Common::Flag m_do_loop{true};
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// In non-host input authority mode, this is how many packets each client should
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// try to keep in-flight to the other clients. In host input authority mode, this is how
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// many incoming input packets need to be queued up before the client starts
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// speeding up the game to drain the buffer.
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unsigned int m_target_buffer_size = 20;
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bool m_host_input_authority = false;
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Player* m_local_player = nullptr;
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u32 m_current_game = 0;
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PadMappingArray m_pad_map;
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PadMappingArray m_wiimote_map;
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bool m_is_recording = false;
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private:
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enum class ConnectionState
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{
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WaitingForTraversalClientConnection,
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WaitingForTraversalClientConnectReady,
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Connecting,
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WaitingForHelloResponse,
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Connected,
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Failure
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};
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bool LocalPlayerHasControllerMapped() const;
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void SendStartGamePacket();
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void SendStopGamePacket();
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void SyncSaveDataResponse(bool success);
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void SyncCodeResponse(bool success);
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bool DecompressPacketIntoFile(sf::Packet& packet, const std::string& file_path);
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std::optional<std::vector<u8>> DecompressPacketIntoBuffer(sf::Packet& packet);
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bool PollLocalPad(int local_pad, sf::Packet& packet);
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void SendPadHostPoll(PadIndex pad_num);
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void UpdateDevices();
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void AddPadStateToPacket(int in_game_pad, const GCPadStatus& np, sf::Packet& packet);
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void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
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unsigned int OnData(sf::Packet& packet);
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void Send(const sf::Packet& packet, u8 channel_id = DEFAULT_CHANNEL);
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void Disconnect();
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bool Connect();
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void ComputeMD5(const std::string& file_identifier);
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void DisplayPlayersPing();
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u32 GetPlayersMaxPing() const;
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bool m_is_connected = false;
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ConnectionState m_connection_state = ConnectionState::Failure;
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PlayerId m_pid = 0;
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NetSettings m_net_settings{};
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std::map<PlayerId, Player> m_players;
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std::string m_host_spec;
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std::string m_player_name;
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bool m_connecting = false;
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TraversalClient* m_traversal_client = nullptr;
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std::thread m_MD5_thread;
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bool m_should_compute_MD5 = false;
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Common::Event m_gc_pad_event;
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Common::Event m_wii_pad_event;
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Common::Event m_first_pad_status_received_event;
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u8 m_sync_save_data_count = 0;
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u8 m_sync_save_data_success_count = 0;
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u16 m_sync_gecko_codes_count = 0;
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u16 m_sync_gecko_codes_success_count = 0;
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bool m_sync_gecko_codes_complete = false;
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u16 m_sync_ar_codes_count = 0;
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u16 m_sync_ar_codes_success_count = 0;
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bool m_sync_ar_codes_complete = false;
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std::unordered_map<u32, sf::Packet> m_chunked_data_receive_queue;
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u64 m_initial_rtc = 0;
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u32 m_timebase_frame = 0;
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};
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void NetPlay_Enable(NetPlayClient* const np);
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void NetPlay_Disable();
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} // namespace NetPlay
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