// Copyright 2017 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include "common/common_types.h" namespace Network { constexpr u32 network_version = 3; ///< The version of this Room and RoomMember constexpr u16 DefaultRoomPort = 24872; constexpr u32 MaxMessageSize = 500; /// Maximum number of concurrent connections allowed to this room. static constexpr u32 MaxConcurrentConnections = 254; constexpr size_t NumChannels = 1; // Number of channels used for the connection struct RoomInformation { std::string name; ///< Name of the server u32 member_slots; ///< Maximum number of members in this room std::string uid; ///< The unique ID of the room u16 port; ///< The port of this room std::string preferred_game; ///< Game to advertise that you want to play u64 preferred_game_id; ///< Title ID for the advertised game }; struct GameInfo { std::string name{""}; u64 id{0}; }; using MacAddress = std::array; /// A special MAC address that tells the room we're joining to assign us a MAC address /// automatically. constexpr MacAddress NoPreferredMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF}; // 802.11 broadcast MAC address constexpr MacAddress BroadcastMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF}; // The different types of messages that can be sent. The first byte of each packet defines the type enum RoomMessageTypes : u8 { IdJoinRequest = 1, IdJoinSuccess, IdRoomInformation, IdSetGameInfo, IdWifiPacket, IdChatMessage, IdNameCollision, IdMacCollision, IdVersionMismatch, IdWrongPassword, IdCloseRoom }; /// This is what a server [person creating a server] would use. class Room final { public: enum class State : u8 { Open, ///< The room is open and ready to accept connections. Closed, ///< The room is not opened and can not accept connections. }; struct Member { std::string nickname; ///< The nickname of the member. GameInfo game_info; ///< The current game of the member MacAddress mac_address; ///< The assigned mac address of the member. }; Room(); ~Room(); /** * Gets the current state of the room. */ State GetState() const; /** * Gets the room information of the room. */ const RoomInformation& GetRoomInformation() const; /** * Gets a list of the mbmers connected to the room. */ std::vector GetRoomMemberList() const; /** * Checks if the room is password protected */ bool HasPassword() const; /** * Creates the socket for this room. Will bind to default address if * server is empty string. */ bool Create(const std::string& name, const std::string& server = "", u16 server_port = DefaultRoomPort, const std::string& password = "", const u32 max_connections = MaxConcurrentConnections, const std::string& preferred_game = "", u64 preferred_game_id = 0); /** * Destroys the socket */ void Destroy(); private: class RoomImpl; std::unique_ptr room_impl; }; } // namespace Network