mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-08-28 05:06:42 +00:00
Remove any wx-specific code from Core.
Move NetPlay code from DolphinWX to Core. Even NetPlay with nowx should be possible now if anyone felt like implementing a CLI for it ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7119 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
dbd381755b
commit
42908c5b2e
23 changed files with 152 additions and 130 deletions
|
@ -10,6 +10,9 @@ set(SRCS Src/ActionReplay.cpp
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Src/GeckoCodeConfig.cpp
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Src/GeckoCode.cpp
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Src/MemTools.cpp
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Src/NetPlay.cpp
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Src/NetPlayClient.cpp
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Src/NetPlayServer.cpp
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Src/OnFrame.cpp
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Src/PatchEngine.cpp
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Src/State.cpp
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@ -1885,6 +1885,26 @@
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</File>
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</Filter>
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</Filter>
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<Filter
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Name="NetPlay"
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>
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<File
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RelativePath=".\Src\NetPlay.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\NetPlay.h"
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>
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</File>
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<File
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RelativePath=".\Src\NetPlayClient.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\NetPlayServer.cpp"
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>
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</File>
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</Filter>
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<File
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RelativePath=".\CMakeLists.txt"
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>
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@ -326,6 +326,9 @@
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<ClCompile Include="Src\IPC_HLE\WII_IPC_HLE_Device_usb_kbd.cpp" />
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<ClCompile Include="Src\IPC_HLE\WII_IPC_HLE_WiiMote.cpp" />
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<ClCompile Include="Src\MemTools.cpp" />
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<ClCompile Include="Src\NetPlay.cpp" />
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<ClCompile Include="Src\NetPlayClient.cpp" />
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<ClCompile Include="Src\NetPlayServer.cpp" />
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<ClCompile Include="Src\OnFrame.cpp" />
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<ClCompile Include="Src\PatchEngine.cpp" />
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<ClCompile Include="Src\DSPEmulator.cpp" />
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@ -516,6 +519,7 @@
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<ClInclude Include="Src\IPC_HLE\WII_IPC_HLE_Device_usb_kbd.h" />
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<ClInclude Include="Src\IPC_HLE\WII_IPC_HLE_WiiMote.h" />
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<ClInclude Include="Src\MemTools.h" />
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<ClInclude Include="Src\NetPlay.h" />
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<ClInclude Include="Src\OnFrame.h" />
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<ClInclude Include="Src\PatchEngine.h" />
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<ClInclude Include="Src\DSPEmulator.h" />
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@ -525,6 +525,15 @@
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<ClCompile Include="Src\HW\Wiimote.cpp">
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<Filter>HW %28Flipper/Hollywood%29\Wiimote</Filter>
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</ClCompile>
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<ClCompile Include="Src\NetPlay.cpp">
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<Filter>NetPlay</Filter>
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</ClCompile>
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<ClCompile Include="Src\NetPlayServer.cpp">
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<Filter>NetPlay</Filter>
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</ClCompile>
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<ClCompile Include="Src\NetPlayClient.cpp">
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<Filter>NetPlay</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Src\ConfigManager.h" />
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@ -977,6 +986,9 @@
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<Filter>PowerPC</Filter>
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</ClInclude>
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<ClInclude Include="Src\DolLoader.h" />
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<ClInclude Include="Src\NetPlay.h">
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<Filter>NetPlay</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="CMakeLists.txt" />
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@ -1109,5 +1121,8 @@
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<Filter Include="HW %28Flipper/Hollywood%29\Wiimote\Real">
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<UniqueIdentifier>{1c21a3e1-b791-4a23-b0d5-ed2b2c34007f}</UniqueIdentifier>
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</Filter>
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<Filter Include="NetPlay">
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<UniqueIdentifier>{231ceb02-1122-402a-87a8-094a9ed768c2}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</Project>
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@ -90,16 +90,12 @@ u32 DSPHost_CodeLoaded(const u8 *ptr, int size)
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// Always add the ROM.
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DSPSymbols::AutoDisassembly(0x8000, 0x9000);
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#if defined(HAVE_WX) && HAVE_WX
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Host_RefreshDSPDebuggerWindow();
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#endif
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DSPHost_UpdateDebugger();
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return ector_crc;
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}
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void DSPHost_UpdateDebugger()
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{
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#if defined(HAVE_WX) && HAVE_WX
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Host_RefreshDSPDebuggerWindow();
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#endif
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}
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@ -100,14 +100,6 @@ void DSPLLE::dsp_thread(DSPLLE *lpParameter)
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}
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}
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void DSPLLE::DSP_DebugBreak()
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{
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#if defined(HAVE_WX) && HAVE_WX
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// if (m_DebuggerFrame)
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// m_DebuggerFrame->DebugBreak();
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#endif
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}
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void DSPLLE::Initialize(void *hWnd, bool bWii, bool bDSPThread)
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{
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m_hWnd = hWnd;
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@ -148,9 +140,7 @@ void DSPLLE::Initialize(void *hWnd, bool bWii, bool bDSPThread)
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if (m_bDSPThread)
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m_hDSPThread = std::thread(dsp_thread, this);
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#if defined(HAVE_WX) && HAVE_WX
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Host_RefreshDSPDebuggerWindow();
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#endif
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}
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void DSPLLE::DSP_StopSoundStream()
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@ -43,7 +43,6 @@ public:
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virtual void DSP_Update(int cycles);
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virtual void DSP_StopSoundStream();
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virtual void DSP_ClearAudioBuffer(bool mute);
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void DSP_DebugBreak();
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private:
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static void dsp_thread(DSPLLE* lpParameter);
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@ -343,10 +343,8 @@ u32 CEXIIPL::GetGCTime()
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u64 ltime = 0;
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const u32 cJanuary2000 = 0x386D4380; // Seconds between 1.1.1970 and 1.1.2000
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#if defined(HAVE_WX) && HAVE_WX
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// hack in some netplay stuff
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ltime = NetPlay_GetGCTime();
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#endif
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if (Frame::IsRecordingInput() || Frame::IsPlayingInput())
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ltime = 1234567890; // TODO: Should you be able to set a custom time in movies?
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else if (0 == ltime)
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@ -129,7 +129,6 @@ bool CSIDevice_GCController::GetData(u32& _Hi, u32& _Low)
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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#if defined(HAVE_WX) && HAVE_WX
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u32 netValues[2];
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues))
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{
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@ -137,7 +136,6 @@ bool CSIDevice_GCController::GetData(u32& _Hi, u32& _Low)
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_Low = netValues[1]; // last 4 bytes
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return true;
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}
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#endif
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Frame::SetPolledDevice();
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@ -257,12 +255,8 @@ void CSIDevice_GCController::SendCommand(u32 _Cmd, u8 _Poll)
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unsigned int uType = command.Parameter1; // 0 = stop, 1 = rumble, 2 = stop hard
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unsigned int uStrength = command.Parameter2;
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#if defined(HAVE_WX) && HAVE_WX
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// get the correct pad number that should rumble locally when using netplay
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const u8 numPAD = NetPlay_GetPadNum(ISIDevice::m_iDeviceNumber);
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#else
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const u8 numPAD = 0;
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#endif
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if (numPAD < 4)
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Pad::Rumble(numPAD, uType, uStrength);
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@ -502,10 +502,7 @@ u32 CWII_IPC_HLE_Device_usb_oh1_57e_305::Update()
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{
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if (m_WiiMotes[i].IsConnected() && m_WiimoteUpdate_Freq == 15 / (i + 1))
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{
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#if defined(HAVE_WX) && HAVE_WX
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NetPlay_WiimoteUpdate(i);
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#endif
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Wiimote::Update(i);
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//return true;
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}
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}
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@ -253,11 +253,7 @@ void CWII_IPC_HLE_WiiMote::ExecuteL2capCmd(u8* _pData, u32 _Size)
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_dbg_assert_msg_(WII_IPC_WIIMOTE, DoesChannelExist(pHeader->dcid), "L2CAP: SendACLPacket to unknown channel %i", pHeader->dcid);
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CChannelMap::iterator itr= m_Channel.find(pHeader->dcid);
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#if defined(HAVE_WX) && HAVE_WX
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const int number = NetPlay_GetWiimoteNum(m_ConnectionHandle & 0xFF);
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#else
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const int number = 0;
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#endif
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if (itr != m_Channel.end())
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{
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@ -854,10 +850,8 @@ void CWII_IPC_HLE_WiiMote::SendCommandToACL(u8 _Ident, u8 _Code, u8 _CommandLeng
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void CWII_IPC_HLE_WiiMote::ReceiveL2capData(u16 scid, const void* _pData, u32 _Size)
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{
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#if defined(HAVE_WX) && HAVE_WX
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if (NetPlay_WiimoteInput(m_ConnectionHandle & 0xFF, scid, _pData, _Size))
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return;
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#endif
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// Allocate DataFrame
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u8 DataFrame[1024];
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369
Source/Core/Core/Src/NetPlay.cpp
Normal file
369
Source/Core/Core/Src/NetPlay.cpp
Normal file
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@ -0,0 +1,369 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "NetPlay.h"
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// for wiimote
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#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
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#include "IPC_HLE/WII_IPC_HLE_WiiMote.h"
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// for gcpad
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#include "HW/SI_DeviceGCController.h"
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// for gctime
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#include "HW/EXI_DeviceIPL.h"
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// for wiimote/ OSD messages
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#include "Core.h"
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Common::CriticalSection crit_netplay_ptr;
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static NetPlay* netplay_ptr = NULL;
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#define RPT_SIZE_HACK (1 << 16)
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// called from ---GUI--- thread
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NetPlay::NetPlay(NetPlayUI* dialog)
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: m_dialog(dialog), m_is_running(false), m_do_loop(true)
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{
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m_target_buffer_size = 20;
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ClearBuffers();
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}
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void NetPlay_Enable(NetPlay* const np)
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{
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CritLocker crit(::crit_netplay_ptr); // probably safe without a lock
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::netplay_ptr = np;
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}
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void NetPlay_Disable()
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{
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CritLocker crit(::crit_netplay_ptr);
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::netplay_ptr = NULL;
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}
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// called from ---GUI--- thread
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NetPlay::~NetPlay()
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{
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CritLocker crit(crit_netplay_ptr);
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::netplay_ptr = NULL;
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// not perfect
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if (m_is_running)
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StopGame();
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}
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NetPlay::Player::Player()
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{
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memset(pad_map, -1, sizeof(pad_map));
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}
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// called from ---GUI--- thread
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std::string NetPlay::Player::ToString() const
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{
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std::ostringstream ss;
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ss << name << '[' << (char)(pid+'0') << "] : " << revision << " |";
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for (unsigned int i=0; i<4; ++i)
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ss << (pad_map[i]>=0 ? (char)(pad_map[i]+'1') : '-');
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ss << '|';
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return ss.str();
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}
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NetPad::NetPad()
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{
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nHi = 0x00808080;
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nLo = 0x80800000;
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}
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NetPad::NetPad(const SPADStatus* const pad_status)
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{
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nHi = (u32)((u8)pad_status->stickY);
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nHi |= (u32)((u8)pad_status->stickX << 8);
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nHi |= (u32)((u16)pad_status->button << 16);
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nHi |= 0x00800000;
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nLo = (u8)pad_status->triggerRight;
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nLo |= (u32)((u8)pad_status->triggerLeft << 8);
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nLo |= (u32)((u8)pad_status->substickY << 16);
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nLo |= (u32)((u8)pad_status->substickX << 24);
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}
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// called from ---NETPLAY--- thread
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void NetPlay::ClearBuffers()
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{
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// clear pad buffers, Clear method isn't thread safe
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for (unsigned int i=0; i<4; ++i)
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{
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while (m_pad_buffer[i].Size())
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m_pad_buffer[i].Pop();
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while (m_wiimote_buffer[i].Size())
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m_wiimote_buffer[i].Pop();
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m_wiimote_input[i].clear();
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}
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}
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// called from ---CPU--- thread
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bool NetPlay::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
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{
|
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m_crit.players.Enter(); // lock players
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// in game mapping for this local pad
|
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unsigned int in_game_num = m_local_player->pad_map[pad_nb];
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// does this local pad map in game?
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if (in_game_num < 4)
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{
|
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NetPad np(pad_status);
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// adjust the buffer either up or down
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// inserting multiple padstates or dropping states
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while (m_pad_buffer[in_game_num].Size() <= m_target_buffer_size)
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{
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// add to buffer
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m_pad_buffer[in_game_num].Push(np);
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// send
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SendPadState(pad_nb, np);
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}
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}
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|
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m_crit.players.Leave();
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//Common::Timer bufftimer;
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//bufftimer.Start();
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// get padstate from buffer and send to game
|
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while (!m_pad_buffer[pad_nb].Pop(*netvalues))
|
||||
{
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// wait for receiving thread to push some data
|
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Common::SleepCurrentThread(1);
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||||
|
||||
if (false == m_is_running)
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||||
return false;
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||||
|
||||
// TODO: check the time of bufftimer here,
|
||||
// if it gets pretty high, ask the user if they want to disconnect
|
||||
|
||||
}
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||||
|
||||
//u64 hangtime = bufftimer.GetTimeElapsed();
|
||||
//if (hangtime > 10)
|
||||
//{
|
||||
// std::ostringstream ss;
|
||||
// ss << "Pad " << (int)pad_nb << ": Had to wait " << hangtime << "ms for pad data. (increase pad Buffer maybe)";
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||||
// Core::DisplayMessage(ss.str(), 1000);
|
||||
//}
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||||
|
||||
return true;
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||||
}
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||||
|
||||
// called from ---CPU--- thread
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||||
void NetPlay::WiimoteInput(int _number, u16 _channelID, const void* _pData, u32 _Size)
|
||||
{
|
||||
//// in game mapping for this local wiimote
|
||||
unsigned int in_game_num = m_local_player->pad_map[_number]; // just using gc pad_map for now
|
||||
|
||||
// does this local pad map in game?
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||||
if (in_game_num < 4)
|
||||
{
|
||||
m_wiimote_input[_number].resize(m_wiimote_input[_number].size() + 1);
|
||||
m_wiimote_input[_number].back().assign((char*)_pData, (char*)_pData + _Size);
|
||||
m_wiimote_input[_number].back().channel = _channelID;
|
||||
}
|
||||
|
||||
m_crit.players.Leave();
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
void NetPlay::WiimoteUpdate(int _number)
|
||||
{
|
||||
m_crit.players.Enter(); // lock players
|
||||
|
||||
// in game mapping for this local wiimote
|
||||
unsigned int in_game_num = m_local_player->pad_map[_number]; // just using gc pad_map for now
|
||||
|
||||
// does this local pad map in game?
|
||||
if (in_game_num < 4)
|
||||
{
|
||||
m_wiimote_buffer[in_game_num].Push(m_wiimote_input[_number]);
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||||
|
||||
// TODO: send it
|
||||
|
||||
m_wiimote_input[_number].clear();
|
||||
}
|
||||
|
||||
m_crit.players.Leave();
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||||
|
||||
if (0 == m_wiimote_buffer[_number].Size())
|
||||
{
|
||||
//PanicAlert("PANIC");
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||||
return;
|
||||
}
|
||||
|
||||
NetWiimote nw;
|
||||
m_wiimote_buffer[_number].Pop(nw);
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||||
|
||||
NetWiimote::const_iterator
|
||||
i = nw.begin(), e = nw.end();
|
||||
for ( ; i!=e; ++i)
|
||||
Core::Callback_WiimoteInterruptChannel(_number, i->channel, &(*i)[0], (u32)i->size() + RPT_SIZE_HACK);
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||||
}
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||||
|
||||
// called from ---GUI--- thread
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||||
bool NetPlay::StartGame(const std::string &path)
|
||||
{
|
||||
if (m_is_running)
|
||||
{
|
||||
PanicAlertT("Game is already running!");
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||||
return false;
|
||||
}
|
||||
|
||||
m_dialog->AppendChat(" -- STARTING GAME -- ");
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||||
|
||||
m_is_running = true;
|
||||
NetPlay_Enable(this);
|
||||
|
||||
ClearBuffers();
|
||||
|
||||
// boot game
|
||||
m_dialog->BootGame(path);
|
||||
|
||||
// temporary
|
||||
NetWiimote nw;
|
||||
for (unsigned int i = 0; i<4; ++i)
|
||||
for (unsigned int f = 0; f<2; ++f)
|
||||
m_wiimote_buffer[i].Push(nw);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
|
||||
bool NetPlay::StopGame()
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
|
||||
if (false == m_is_running)
|
||||
{
|
||||
PanicAlertT("Game isn't running!");
|
||||
return false;
|
||||
}
|
||||
|
||||
m_dialog->AppendChat(" -- STOPPING GAME -- ");
|
||||
|
||||
m_is_running = false;
|
||||
NetPlay_Disable();
|
||||
|
||||
// stop game
|
||||
m_dialog->StopGame();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
u8 NetPlay::GetPadNum(u8 numPAD)
|
||||
{
|
||||
// TODO: i don't like that this loop is running everytime there is rumble
|
||||
unsigned int i = 0;
|
||||
for (; i<4; ++i)
|
||||
if (numPAD == m_local_player->pad_map[i])
|
||||
break;
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
// stuff hacked into dolphin
|
||||
|
||||
// called from ---CPU--- thread
|
||||
// Actual Core function which is called on every frame
|
||||
bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
|
||||
{
|
||||
CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
if (::netplay_ptr)
|
||||
return netplay_ptr->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
// so all players' games get the same time
|
||||
u32 CEXIIPL::NetPlay_GetGCTime()
|
||||
{
|
||||
CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
if (::netplay_ptr)
|
||||
return 1272737767; // watev
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
// return the local pad num that should rumble given a ingame pad num
|
||||
u8 CSIDevice_GCController::NetPlay_GetPadNum(u8 numPAD)
|
||||
{
|
||||
CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
if (::netplay_ptr)
|
||||
return ::netplay_ptr->GetPadNum(numPAD);
|
||||
else
|
||||
return numPAD;
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
// wiimote update / used for frame counting
|
||||
//void CWII_IPC_HLE_Device_usb_oh1_57e_305::NetPlay_WiimoteUpdate(int _number)
|
||||
void CWII_IPC_HLE_Device_usb_oh1_57e_305::NetPlay_WiimoteUpdate(int)
|
||||
{
|
||||
//CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
//if (::netplay_ptr)
|
||||
// ::netplay_ptr->WiimoteUpdate(_number);
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
//
|
||||
int CWII_IPC_HLE_WiiMote::NetPlay_GetWiimoteNum(int _number)
|
||||
{
|
||||
//CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
//if (::netplay_ptr)
|
||||
// return ::netplay_ptr->GetPadNum(_number); // just using gcpad mapping for now
|
||||
//else
|
||||
return _number;
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
// intercept wiimote input callback
|
||||
//bool CWII_IPC_HLE_WiiMote::NetPlay_WiimoteInput(int _number, u16 _channelID, const void* _pData, u32& _Size)
|
||||
bool CWII_IPC_HLE_WiiMote::NetPlay_WiimoteInput(int, u16, const void*, u32&)
|
||||
{
|
||||
CritLocker crit(::crit_netplay_ptr);
|
||||
|
||||
if (::netplay_ptr)
|
||||
//{
|
||||
// if (_Size >= RPT_SIZE_HACK)
|
||||
// {
|
||||
// _Size -= RPT_SIZE_HACK;
|
||||
// return false;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// ::netplay_ptr->WiimoteInput(_number, _channelID, _pData, _Size);
|
||||
// // don't use this packet
|
||||
return true;
|
||||
// }
|
||||
//}
|
||||
else
|
||||
return false;
|
||||
}
|
253
Source/Core/Core/Src/NetPlay.h
Normal file
253
Source/Core/Core/Src/NetPlay.h
Normal file
|
@ -0,0 +1,253 @@
|
|||
#ifndef _NETPLAY_H
|
||||
#define _NETPLAY_H
|
||||
|
||||
#include "Common.h"
|
||||
#include "CommonTypes.h"
|
||||
#include "Thread.h"
|
||||
#include "Timer.h"
|
||||
|
||||
#include <SFML/Network.hpp>
|
||||
|
||||
#include "GCPadStatus.h"
|
||||
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <queue>
|
||||
#include <sstream>
|
||||
|
||||
#include "FifoQueue.h"
|
||||
|
||||
class NetPad
|
||||
{
|
||||
public:
|
||||
NetPad();
|
||||
NetPad(const SPADStatus* const);
|
||||
|
||||
u32 nHi;
|
||||
u32 nLo;
|
||||
};
|
||||
|
||||
struct Rpt : public std::vector<u8>
|
||||
{
|
||||
u16 channel;
|
||||
};
|
||||
|
||||
typedef std::vector<Rpt> NetWiimote;
|
||||
|
||||
#define NETPLAY_VERSION "Dolphin NetPlay r6423"
|
||||
|
||||
// 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, // just using pad mapping for now
|
||||
|
||||
NP_MSG_START_GAME = 0xA0,
|
||||
NP_MSG_CHANGE_GAME = 0xA1,
|
||||
NP_MSG_STOP_GAME = 0xA2,
|
||||
NP_MSG_DISABLE_GAME = 0xA3,
|
||||
|
||||
NP_MSG_READY = 0xD0,
|
||||
NP_MSG_NOT_READY = 0xD1,
|
||||
|
||||
NP_MSG_PING = 0xE0,
|
||||
NP_MSG_PONG = 0xE1,
|
||||
};
|
||||
|
||||
typedef u8 MessageId;
|
||||
typedef u8 PlayerId;
|
||||
typedef s8 PadMapping;
|
||||
typedef u32 FrameNum;
|
||||
|
||||
enum
|
||||
{
|
||||
CON_ERR_SERVER_FULL = 1,
|
||||
CON_ERR_GAME_RUNNING,
|
||||
CON_ERR_VERSION_MISMATCH
|
||||
};
|
||||
|
||||
// something like this should be in Common stuff
|
||||
class CritLocker
|
||||
{
|
||||
public:
|
||||
//CritLocker(const CritLocker&);
|
||||
CritLocker& operator=(const CritLocker&);
|
||||
CritLocker(Common::CriticalSection& crit) : m_crit(crit) { m_crit.Enter(); }
|
||||
~CritLocker() { m_crit.Leave(); }
|
||||
|
||||
private:
|
||||
Common::CriticalSection& m_crit;
|
||||
};
|
||||
|
||||
class NetPlayUI
|
||||
{
|
||||
public:
|
||||
virtual void BootGame(const std::string& filename) = 0;
|
||||
virtual void StopGame() = 0;
|
||||
|
||||
virtual void Update() = 0;
|
||||
virtual void AppendChat(const std::string& msg) = 0;
|
||||
|
||||
virtual void OnMsgChangeGame(const std::string& filename) = 0;
|
||||
virtual void OnMsgStartGame() = 0;
|
||||
virtual void OnMsgStopGame() = 0;
|
||||
};
|
||||
|
||||
class NetPlay
|
||||
{
|
||||
public:
|
||||
NetPlay(NetPlayUI* _dialog);
|
||||
virtual ~NetPlay();
|
||||
//virtual void ThreadFunc() = 0;
|
||||
|
||||
bool is_connected;
|
||||
|
||||
// Send and receive pads values
|
||||
void WiimoteInput(int _number, u16 _channelID, const void* _pData, u32 _Size);
|
||||
void WiimoteUpdate(int _number);
|
||||
bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
|
||||
virtual bool ChangeGame(const std::string& game) = 0;
|
||||
virtual void GetPlayerList(std::string& list, std::vector<int>& pid_list) = 0;
|
||||
virtual void SendChatMessage(const std::string& msg) = 0;
|
||||
|
||||
virtual bool StartGame(const std::string &path);
|
||||
virtual bool StopGame();
|
||||
|
||||
//void PushPadStates(unsigned int count);
|
||||
|
||||
u8 GetPadNum(u8 numPAD);
|
||||
|
||||
protected:
|
||||
//void GetBufferedPad(const u8 pad_nb, NetPad* const netvalues);
|
||||
void ClearBuffers();
|
||||
virtual void SendPadState(const PadMapping local_nb, const NetPad& np) = 0;
|
||||
|
||||
struct
|
||||
{
|
||||
Common::CriticalSection game;
|
||||
// lock order
|
||||
Common::CriticalSection players, send;
|
||||
} m_crit;
|
||||
|
||||
class Player
|
||||
{
|
||||
public:
|
||||
Player();
|
||||
std::string ToString() const;
|
||||
|
||||
PlayerId pid;
|
||||
std::string name;
|
||||
PadMapping pad_map[4];
|
||||
std::string revision;
|
||||
};
|
||||
|
||||
Common::FifoQueue<NetPad> m_pad_buffer[4];
|
||||
Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
|
||||
|
||||
NetWiimote m_wiimote_input[4];
|
||||
|
||||
NetPlayUI* m_dialog;
|
||||
sf::SocketTCP m_socket;
|
||||
std::thread m_thread;
|
||||
sf::Selector<sf::SocketTCP> m_selector;
|
||||
|
||||
std::string m_selected_game;
|
||||
volatile bool m_is_running;
|
||||
volatile bool m_do_loop;
|
||||
|
||||
unsigned int m_target_buffer_size;
|
||||
|
||||
Player* m_local_player;
|
||||
|
||||
u32 m_current_game;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
void NetPlay_Enable(NetPlay* const np);
|
||||
void NetPlay_Disable();
|
||||
|
||||
class NetPlayServer : public NetPlay
|
||||
{
|
||||
public:
|
||||
void ThreadFunc();
|
||||
|
||||
NetPlayServer(const u16 port, const std::string& name, NetPlayUI* dialog, const std::string& game = "");
|
||||
~NetPlayServer();
|
||||
|
||||
void GetPlayerList(std::string& list, std::vector<int>& pid_list);
|
||||
|
||||
// Send and receive pads values
|
||||
//bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
|
||||
bool ChangeGame(const std::string& game);
|
||||
void SendChatMessage(const std::string& msg);
|
||||
|
||||
bool StartGame(const std::string &path);
|
||||
bool StopGame();
|
||||
|
||||
bool GetPadMapping(const int pid, int map[]);
|
||||
bool SetPadMapping(const int pid, const int map[]);
|
||||
|
||||
u64 CalculateMinimumBufferTime();
|
||||
void AdjustPadBufferSize(unsigned int size);
|
||||
|
||||
private:
|
||||
class Client : public Player
|
||||
{
|
||||
public:
|
||||
Client() : ping(0), current_game(0) {}
|
||||
|
||||
sf::SocketTCP socket;
|
||||
u64 ping;
|
||||
u32 current_game;
|
||||
};
|
||||
|
||||
void SendPadState(const PadMapping local_nb, const NetPad& np);
|
||||
void SendToClients(sf::Packet& packet, const PlayerId skip_pid = 0);
|
||||
unsigned int OnConnect(sf::SocketTCP& socket);
|
||||
unsigned int OnDisconnect(sf::SocketTCP& socket);
|
||||
unsigned int OnData(sf::Packet& packet, sf::SocketTCP& socket);
|
||||
void UpdatePadMapping();
|
||||
|
||||
std::map<sf::SocketTCP, Client> m_players;
|
||||
|
||||
Common::Timer m_ping_timer;
|
||||
u32 m_ping_key;
|
||||
bool m_update_pings;
|
||||
};
|
||||
|
||||
class NetPlayClient : public NetPlay
|
||||
{
|
||||
public:
|
||||
void ThreadFunc();
|
||||
|
||||
NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name);
|
||||
~NetPlayClient();
|
||||
|
||||
void GetPlayerList(std::string& list, std::vector<int>& pid_list);
|
||||
|
||||
// Send and receive pads values
|
||||
//bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
|
||||
bool StartGame(const std::string &path);
|
||||
bool ChangeGame(const std::string& game);
|
||||
void SendChatMessage(const std::string& msg);
|
||||
|
||||
private:
|
||||
void SendPadState(const PadMapping local_nb, const NetPad& np);
|
||||
unsigned int OnData(sf::Packet& packet);
|
||||
|
||||
PlayerId m_pid;
|
||||
std::map<PlayerId, Player> m_players;
|
||||
};
|
||||
|
||||
#endif
|
330
Source/Core/Core/Src/NetPlayClient.cpp
Normal file
330
Source/Core/Core/Src/NetPlayClient.cpp
Normal file
|
@ -0,0 +1,330 @@
|
|||
#include "NetPlay.h"
|
||||
|
||||
// called from ---GUI--- thread
|
||||
NetPlayClient::~NetPlayClient()
|
||||
{
|
||||
if (is_connected)
|
||||
{
|
||||
m_do_loop = false;
|
||||
m_thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name) : NetPlay(dialog)
|
||||
{
|
||||
is_connected = false;
|
||||
|
||||
// why is false successful? documentation says true is
|
||||
if (0 == m_socket.Connect(port, address, 5))
|
||||
{
|
||||
// send connect message
|
||||
sf::Packet spac;
|
||||
spac << NETPLAY_VERSION;
|
||||
spac << netplay_dolphin_ver;
|
||||
spac << name;
|
||||
m_socket.Send(spac);
|
||||
|
||||
sf::Packet rpac;
|
||||
// TODO: make this not hang
|
||||
m_socket.Receive(rpac);
|
||||
MessageId error;
|
||||
rpac >> error;
|
||||
|
||||
// got error message
|
||||
if (error)
|
||||
{
|
||||
switch (error)
|
||||
{
|
||||
case CON_ERR_SERVER_FULL :
|
||||
PanicAlertT("The server is full!");
|
||||
break;
|
||||
case CON_ERR_VERSION_MISMATCH :
|
||||
PanicAlertT("The server and client's NetPlay versions are incompatible!");
|
||||
break;
|
||||
case CON_ERR_GAME_RUNNING :
|
||||
PanicAlertT("The server responded: the game is currently running!");
|
||||
break;
|
||||
default :
|
||||
PanicAlertT("The server sent an unknown error message!");
|
||||
break;
|
||||
}
|
||||
m_socket.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
rpac >> m_pid;
|
||||
|
||||
Player player;
|
||||
player.name = name;
|
||||
player.pid = m_pid;
|
||||
player.revision = netplay_dolphin_ver;
|
||||
|
||||
// add self to player list
|
||||
m_players[m_pid] = player;
|
||||
m_local_player = &m_players[m_pid];
|
||||
|
||||
m_dialog->Update();
|
||||
|
||||
//PanicAlertT("Connection successful: assigned player id: %d", m_pid);
|
||||
is_connected = true;
|
||||
|
||||
m_selector.Add(m_socket);
|
||||
m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
|
||||
}
|
||||
}
|
||||
else
|
||||
PanicAlertT("Failed to Connect!");
|
||||
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
unsigned int NetPlayClient::OnData(sf::Packet& packet)
|
||||
{
|
||||
MessageId mid;
|
||||
packet >> mid;
|
||||
|
||||
switch (mid)
|
||||
{
|
||||
case NP_MSG_PLAYER_JOIN :
|
||||
{
|
||||
Player player;
|
||||
packet >> player.pid;
|
||||
packet >> player.name;
|
||||
packet >> player.revision;
|
||||
|
||||
m_crit.players.Enter(); // lock players
|
||||
m_players[player.pid] = player;
|
||||
m_crit.players.Leave();
|
||||
|
||||
m_dialog->Update();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PLAYER_LEAVE :
|
||||
{
|
||||
PlayerId pid;
|
||||
packet >> pid;
|
||||
|
||||
m_crit.players.Enter(); // lock players
|
||||
m_players.erase(m_players.find(pid));
|
||||
m_crit.players.Leave();
|
||||
|
||||
m_dialog->Update();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_CHAT_MESSAGE :
|
||||
{
|
||||
PlayerId pid;
|
||||
packet >> pid;
|
||||
std::string msg;
|
||||
packet >> msg;
|
||||
|
||||
// don't need lock to read in this thread
|
||||
const Player& player = m_players[pid];
|
||||
|
||||
// add to gui
|
||||
std::ostringstream ss;
|
||||
ss << player.name << '[' << (char)(pid+'0') << "]: " << msg;
|
||||
|
||||
m_dialog->AppendChat(ss.str());
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PAD_MAPPING :
|
||||
{
|
||||
PlayerId pid;
|
||||
packet >> pid;
|
||||
|
||||
m_crit.players.Enter(); // lock players
|
||||
Player& player = m_players[pid];
|
||||
|
||||
for (unsigned int i=0; i<4; ++i)
|
||||
packet >> player.pad_map[i];
|
||||
m_crit.players.Leave();
|
||||
|
||||
m_dialog->Update();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PAD_DATA :
|
||||
{
|
||||
PadMapping map = 0;
|
||||
NetPad np;
|
||||
packet >> map >> np.nHi >> np.nLo;
|
||||
|
||||
// trusting server for good map value (>=0 && <4)
|
||||
// add to pad buffer
|
||||
m_pad_buffer[(unsigned)map].Push(np);
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PAD_BUFFER :
|
||||
{
|
||||
u32 size = 0;
|
||||
packet >> size;
|
||||
|
||||
m_target_buffer_size = size;
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_CHANGE_GAME :
|
||||
{
|
||||
// lock here?
|
||||
m_crit.game.Enter(); // lock game state
|
||||
packet >> m_selected_game;
|
||||
m_crit.game.Leave();
|
||||
|
||||
// update gui
|
||||
m_dialog->OnMsgChangeGame(m_selected_game);
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_START_GAME :
|
||||
{
|
||||
m_crit.game.Enter(); // lock buffer
|
||||
packet >> m_current_game;
|
||||
m_crit.game.Leave();
|
||||
|
||||
m_dialog->OnMsgStartGame();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_STOP_GAME :
|
||||
{
|
||||
m_dialog->OnMsgStopGame();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_DISABLE_GAME :
|
||||
{
|
||||
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
m_is_running = false;
|
||||
NetPlay_Disable();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PING :
|
||||
{
|
||||
u32 ping_key = 0;
|
||||
packet >> ping_key;
|
||||
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PONG;
|
||||
spac << ping_key;
|
||||
|
||||
CritLocker send_lock(m_crit.send);
|
||||
m_socket.Send(spac);
|
||||
}
|
||||
break;
|
||||
|
||||
default :
|
||||
PanicAlertT("Unknown message received with id : %d", mid);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
void NetPlayClient::ThreadFunc()
|
||||
{
|
||||
while (m_do_loop)
|
||||
{
|
||||
if (m_selector.Wait(0.01f))
|
||||
{
|
||||
sf::Packet rpac;
|
||||
switch (m_socket.Receive(rpac))
|
||||
{
|
||||
case sf::Socket::Done :
|
||||
OnData(rpac);
|
||||
break;
|
||||
|
||||
//case sf::Socket::Disconnected :
|
||||
default :
|
||||
m_is_running = false;
|
||||
NetPlay_Disable();
|
||||
m_dialog->AppendChat("< LOST CONNECTION TO SERVER >");
|
||||
PanicAlertT("Lost connection to server!");
|
||||
m_do_loop = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_socket.Close();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
|
||||
{
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
|
||||
std::ostringstream ss;
|
||||
|
||||
std::map<PlayerId, Player>::const_iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
for ( ; i!=e; ++i)
|
||||
{
|
||||
ss << i->second.ToString() << '\n';
|
||||
pid_list.push_back(i->second.pid);
|
||||
}
|
||||
|
||||
list = ss.str();
|
||||
}
|
||||
|
||||
|
||||
// called from ---GUI--- thread
|
||||
void NetPlayClient::SendChatMessage(const std::string& msg)
|
||||
{
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
|
||||
spac << msg;
|
||||
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
m_socket.Send(spac);
|
||||
}
|
||||
|
||||
// called from ---CPU--- thread
|
||||
void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
|
||||
{
|
||||
// send to server
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PAD_DATA;
|
||||
spac << local_nb; // local pad num
|
||||
spac << np.nHi << np.nLo;
|
||||
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
m_socket.Send(spac);
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
bool NetPlayClient::StartGame(const std::string &path)
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
|
||||
if (false == NetPlay::StartGame(path))
|
||||
return false;
|
||||
|
||||
// tell server i started the game
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_START_GAME;
|
||||
spac << m_current_game;
|
||||
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
m_socket.Send(spac);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
bool NetPlayClient::ChangeGame(const std::string&)
|
||||
{
|
||||
return true;
|
||||
}
|
627
Source/Core/Core/Src/NetPlayServer.cpp
Normal file
627
Source/Core/Core/Src/NetPlayServer.cpp
Normal file
|
@ -0,0 +1,627 @@
|
|||
#include "NetPlay.h"
|
||||
|
||||
// called from ---GUI--- thread
|
||||
NetPlayServer::~NetPlayServer()
|
||||
{
|
||||
if (is_connected)
|
||||
{
|
||||
m_do_loop = false;
|
||||
m_thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayUI* dialog, const std::string& game) : NetPlay(dialog)
|
||||
{
|
||||
m_selected_game = game;
|
||||
|
||||
m_update_pings = true;
|
||||
|
||||
if (m_socket.Listen(port))
|
||||
{
|
||||
Client player;
|
||||
player.pid = 0;
|
||||
player.revision = netplay_dolphin_ver;
|
||||
player.socket = m_socket;
|
||||
player.name = name;
|
||||
|
||||
// map local pad 1 to game pad 1
|
||||
player.pad_map[0] = 0;
|
||||
|
||||
// add self to player list
|
||||
m_players[m_socket] = player;
|
||||
m_local_player = &m_players[m_socket];
|
||||
//PanicAlertT("Listening");
|
||||
|
||||
m_dialog->Update();
|
||||
|
||||
is_connected = true;
|
||||
|
||||
m_selector.Add(m_socket);
|
||||
m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
|
||||
}
|
||||
else
|
||||
is_connected = false;
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
void NetPlayServer::ThreadFunc()
|
||||
{
|
||||
while (m_do_loop)
|
||||
{
|
||||
// update pings every so many seconds
|
||||
if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings)
|
||||
{
|
||||
//PanicAlertT("sending pings");
|
||||
|
||||
m_ping_key = Common::Timer::GetTimeMs();
|
||||
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PING;
|
||||
spac << m_ping_key;
|
||||
|
||||
//CritLocker player_lock(m_crit.players);
|
||||
CritLocker send_lock(m_crit.send);
|
||||
m_ping_timer.Start();
|
||||
SendToClients(spac);
|
||||
|
||||
m_update_pings = false;
|
||||
}
|
||||
|
||||
// check which sockets need attention
|
||||
const unsigned int num = m_selector.Wait(0.01f);
|
||||
for (unsigned int i=0; i<num; ++i)
|
||||
{
|
||||
sf::SocketTCP ready_socket = m_selector.GetSocketReady(i);
|
||||
|
||||
// listening socket
|
||||
if (ready_socket == m_socket)
|
||||
{
|
||||
sf::SocketTCP accept_socket;
|
||||
m_socket.Accept(accept_socket);
|
||||
|
||||
m_crit.game.Enter(); // lock game state
|
||||
const unsigned int error = OnConnect(accept_socket);
|
||||
m_crit.game.Leave();
|
||||
|
||||
if (error)
|
||||
{
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)error;
|
||||
// don't need to lock, this client isn't in the client map
|
||||
accept_socket.Send(spac);
|
||||
|
||||
// TODO: not sure if client gets the message if i close right away
|
||||
accept_socket.Close();
|
||||
}
|
||||
}
|
||||
// client socket
|
||||
else
|
||||
{
|
||||
sf::Packet rpac;
|
||||
switch (ready_socket.Receive(rpac))
|
||||
{
|
||||
case sf::Socket::Done :
|
||||
// if a bad packet is recieved, disconnect the client
|
||||
if (0 == OnData(rpac, ready_socket))
|
||||
break;
|
||||
|
||||
//case sf::Socket::Disconnected :
|
||||
default :
|
||||
m_crit.game.Enter(); // lock game state
|
||||
OnDisconnect(ready_socket);
|
||||
m_crit.game.Leave();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// close listening socket and client sockets
|
||||
{
|
||||
std::map<sf::SocketTCP, Client>::reverse_iterator
|
||||
i = m_players.rbegin(),
|
||||
e = m_players.rend();
|
||||
for ( ; i!=e; ++i)
|
||||
i->second.socket.Close();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
|
||||
{
|
||||
sf::Packet rpac;
|
||||
// TODO: make this not hang / check if good packet
|
||||
socket.Receive(rpac);
|
||||
|
||||
std::string npver;
|
||||
rpac >> npver;
|
||||
// dolphin netplay version
|
||||
if (npver != NETPLAY_VERSION)
|
||||
return CON_ERR_VERSION_MISMATCH;
|
||||
|
||||
// game is currently running
|
||||
if (m_is_running)
|
||||
return CON_ERR_GAME_RUNNING;
|
||||
|
||||
// too many players
|
||||
if (m_players.size() >= 255)
|
||||
return CON_ERR_SERVER_FULL;
|
||||
|
||||
// cause pings to be updated
|
||||
m_update_pings = true;
|
||||
|
||||
Client player;
|
||||
player.socket = socket;
|
||||
rpac >> player.revision;
|
||||
rpac >> player.name;
|
||||
|
||||
// give new client first available id
|
||||
player.pid = 0;
|
||||
std::map<sf::SocketTCP, Client>::const_iterator
|
||||
i,
|
||||
e = m_players.end();
|
||||
for (PlayerId p = 1; 0 == player.pid; ++p)
|
||||
{
|
||||
for (i = m_players.begin(); ; ++i)
|
||||
{
|
||||
if (e == i)
|
||||
{
|
||||
player.pid = p;
|
||||
break;
|
||||
}
|
||||
if (p == i->second.pid)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: this is crappy
|
||||
// try to automatically assign new user a pad
|
||||
{
|
||||
bool is_mapped[4] = {false,false,false,false};
|
||||
|
||||
for ( unsigned int m = 0; m<4; ++m)
|
||||
{
|
||||
for (i = m_players.begin(); i!=e; ++i)
|
||||
{
|
||||
if (i->second.pad_map[m] >= 0)
|
||||
is_mapped[(unsigned)i->second.pad_map[m]] = true;
|
||||
}
|
||||
}
|
||||
|
||||
for ( unsigned int m = 0; m<4; ++m)
|
||||
if (false == is_mapped[m])
|
||||
{
|
||||
player.pad_map[0] = m;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ENTER
|
||||
m_crit.send.Enter();
|
||||
|
||||
// send join message to already connected clients
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PLAYER_JOIN;
|
||||
spac << player.pid << player.name << player.revision;
|
||||
SendToClients(spac);
|
||||
|
||||
// send new client success message with their id
|
||||
spac.Clear();
|
||||
spac << (MessageId)0;
|
||||
spac << player.pid;
|
||||
socket.Send(spac);
|
||||
|
||||
// send new client the selected game
|
||||
spac.Clear();
|
||||
spac << (MessageId)NP_MSG_CHANGE_GAME;
|
||||
spac << m_selected_game;
|
||||
socket.Send(spac);
|
||||
|
||||
// sync values with new client
|
||||
for (i = m_players.begin(); i!=e; ++i)
|
||||
{
|
||||
spac.Clear();
|
||||
spac << (MessageId)NP_MSG_PLAYER_JOIN;
|
||||
spac << i->second.pid << i->second.name << i->second.revision;
|
||||
socket.Send(spac);
|
||||
}
|
||||
|
||||
// LEAVE
|
||||
m_crit.send.Leave();
|
||||
|
||||
// add client to the player list
|
||||
m_crit.players.Enter(); // lock players
|
||||
m_players[socket] = player;
|
||||
m_crit.send.Enter(); // lock send
|
||||
UpdatePadMapping(); // sync pad mappings with everyone
|
||||
m_crit.send.Leave();
|
||||
m_crit.players.Leave();
|
||||
|
||||
// add client to selector/ used for receiving
|
||||
m_selector.Add(socket);
|
||||
|
||||
m_dialog->Update();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
|
||||
{
|
||||
if (m_is_running)
|
||||
{
|
||||
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
m_is_running = false;
|
||||
NetPlay_Disable();
|
||||
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_DISABLE_GAME;
|
||||
// this thread doesnt need players lock
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
SendToClients(spac);
|
||||
}
|
||||
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
|
||||
spac << m_players[socket].pid;
|
||||
|
||||
m_selector.Remove(socket);
|
||||
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
m_players.erase(m_players.find(socket));
|
||||
|
||||
// alert other players of disconnect
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
SendToClients(spac);
|
||||
|
||||
m_dialog->Update();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
bool NetPlayServer::GetPadMapping(const int pid, int map[])
|
||||
{
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
std::map<sf::SocketTCP, Client>::const_iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
for (; i!=e; ++i)
|
||||
if (pid == i->second.pid)
|
||||
break;
|
||||
|
||||
// player not found
|
||||
if (i == e)
|
||||
return false;
|
||||
|
||||
// get pad mapping
|
||||
for (unsigned int m = 0; m<4; ++m)
|
||||
map[m] = i->second.pad_map[m];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
bool NetPlayServer::SetPadMapping(const int pid, const int map[])
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game
|
||||
if (m_is_running)
|
||||
return false;
|
||||
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
std::map<sf::SocketTCP, Client>::iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
for (; i!=e; ++i)
|
||||
if (pid == i->second.pid)
|
||||
break;
|
||||
|
||||
// player not found
|
||||
if (i == e)
|
||||
return false;
|
||||
|
||||
Client& player = i->second;
|
||||
|
||||
// set pad mapping
|
||||
for (unsigned int m = 0; m<4; ++m)
|
||||
{
|
||||
player.pad_map[m] = (PadMapping)map[m];
|
||||
|
||||
// remove duplicate mappings
|
||||
for (i = m_players.begin(); i!=e; ++i)
|
||||
for (unsigned int p = 0; p<4; ++p)
|
||||
if (p != m || i->second.pid != pid)
|
||||
if (player.pad_map[m] == i->second.pad_map[p])
|
||||
i->second.pad_map[p] = -1;
|
||||
}
|
||||
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
UpdatePadMapping(); // sync pad mappings with everyone
|
||||
|
||||
m_dialog->Update();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
void NetPlayServer::UpdatePadMapping()
|
||||
{
|
||||
std::map<sf::SocketTCP, Client>::const_iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
for (; i!=e; ++i)
|
||||
{
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PAD_MAPPING;
|
||||
spac << i->second.pid;
|
||||
for (unsigned int pm = 0; pm<4; ++pm)
|
||||
spac << i->second.pad_map[pm];
|
||||
SendToClients(spac);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread and ---NETPLAY--- thread
|
||||
u64 NetPlayServer::CalculateMinimumBufferTime()
|
||||
{
|
||||
CritLocker player_lock(m_crit.players);
|
||||
|
||||
std::map<sf::SocketTCP, Client>::const_iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
std::priority_queue<unsigned int> pings;
|
||||
for ( ;i!=e; ++i)
|
||||
pings.push(i->second.ping/2);
|
||||
|
||||
unsigned int required_ms = pings.top();
|
||||
// if there is more than 1 client, buffersize must be >= (2 highest ping times combined)
|
||||
if (pings.size() > 1)
|
||||
{
|
||||
pings.pop();
|
||||
required_ms += pings.top();
|
||||
}
|
||||
|
||||
return required_ms;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread and ---NETPLAY--- thread
|
||||
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
|
||||
m_target_buffer_size = size;
|
||||
|
||||
// tell clients to change buffer size
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PAD_BUFFER;
|
||||
spac << (u32)m_target_buffer_size;
|
||||
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
SendToClients(spac);
|
||||
}
|
||||
|
||||
// called from ---NETPLAY--- thread
|
||||
unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
|
||||
{
|
||||
MessageId mid;
|
||||
packet >> mid;
|
||||
|
||||
// don't need lock because this is the only thread that modifies the players
|
||||
// only need locks for writes to m_players in this thread
|
||||
Client& player = m_players[socket];
|
||||
|
||||
switch (mid)
|
||||
{
|
||||
case NP_MSG_CHAT_MESSAGE :
|
||||
{
|
||||
std::string msg;
|
||||
packet >> msg;
|
||||
|
||||
// send msg to other clients
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
|
||||
spac << player.pid;
|
||||
spac << msg;
|
||||
|
||||
m_crit.send.Enter(); // lock send
|
||||
SendToClients(spac, player.pid);
|
||||
m_crit.send.Leave();
|
||||
|
||||
// add to gui
|
||||
std::ostringstream ss;
|
||||
ss << player.name << '[' << (char)(player.pid+'0') << "]: " << msg;
|
||||
|
||||
m_dialog->AppendChat(ss.str());
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PAD_DATA :
|
||||
{
|
||||
// if this is pad data from the last game still being received, ignore it
|
||||
if (player.current_game != m_current_game)
|
||||
break;
|
||||
|
||||
PadMapping map = 0;
|
||||
NetPad np;
|
||||
packet >> map >> np.nHi >> np.nLo;
|
||||
|
||||
// check if client's pad indeed maps in game
|
||||
if (map >= 0 && map < 4)
|
||||
map = player.pad_map[(unsigned)map];
|
||||
else
|
||||
map = -1;
|
||||
|
||||
// if not, they are hacking, so disconnect them
|
||||
// this could happen right after a pad map change, but that isn't implimented yet
|
||||
if (map < 0)
|
||||
return 1;
|
||||
|
||||
// add to pad buffer
|
||||
m_pad_buffer[(unsigned)map].Push(np);
|
||||
|
||||
// relay to clients
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_PAD_DATA;
|
||||
spac << map; // in game mapping
|
||||
spac << np.nHi << np.nLo;
|
||||
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
SendToClients(spac, player.pid);
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_PONG :
|
||||
{
|
||||
const u32 ping = m_ping_timer.GetTimeElapsed();
|
||||
u32 ping_key = 0;
|
||||
packet >> ping_key;
|
||||
|
||||
if (m_ping_key == ping_key)
|
||||
{
|
||||
//PanicAlertT("good pong");
|
||||
player.ping = ping;
|
||||
}
|
||||
m_dialog->Update();
|
||||
}
|
||||
break;
|
||||
|
||||
case NP_MSG_START_GAME :
|
||||
{
|
||||
packet >> player.current_game;
|
||||
}
|
||||
break;
|
||||
|
||||
default :
|
||||
PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
|
||||
// unknown message, kick the client
|
||||
return 1;
|
||||
break;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
void NetPlayServer::GetPlayerList(std::string& list, std::vector<int>& pid_list)
|
||||
{
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
|
||||
std::ostringstream ss;
|
||||
|
||||
std::map<sf::SocketTCP, Client>::const_iterator
|
||||
i = m_players.begin(),
|
||||
e = m_players.end();
|
||||
for ( ; i!=e; ++i)
|
||||
{
|
||||
ss << i->second.ToString() << " " << i->second.ping << "ms\n";
|
||||
pid_list.push_back(i->second.pid);
|
||||
}
|
||||
|
||||
list = ss.str();
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread / and ---NETPLAY--- thread
|
||||
void NetPlayServer::SendChatMessage(const std::string& msg)
|
||||
{
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
|
||||
spac << (PlayerId)0; // server id always 0
|
||||
spac << msg;
|
||||
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
CritLocker send_lock(m_crit.send); // lock send
|
||||
SendToClients(spac);
|
||||
}
|
||||
|
||||
// called from ---GUI--- thread
|
||||
bool NetPlayServer::ChangeGame(const std::string &game)
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
|
||||
m_selected_game = game;
|
||||
|
||||
// send changed game to clients
|
||||
sf::Packet spac;
|
||||
spac << (MessageId)NP_MSG_CHANGE_GAME;
|
||||
spac << game;
|
||||
|
||||
CritLocker player_lock(m_crit.players); // lock players
|
||||
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)
|
||||
{
|
||||
CritLocker game_lock(m_crit.game); // lock game state
|
||||
|
||||
if (false == NetPlay::StartGame(path))
|
||||
return false;
|
||||
|
||||
// TODO: i dont like this here
|
||||
m_current_game = Common::Timer::GetTimeMs();
|
||||
|
||||
// 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_current_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);
|
||||
}
|
|
@ -12,6 +12,9 @@ files = [
|
|||
"CoreParameter.cpp",
|
||||
"CoreRerecording.cpp",
|
||||
"CoreTiming.cpp",
|
||||
"NetPlay.cpp",
|
||||
"NetPlayClient.cpp",
|
||||
"NetPlayServer.cpp",
|
||||
"OnFrame.cpp",
|
||||
"MemTools.cpp",
|
||||
"PatchEngine.cpp",
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue