dolphin/Source/Core/Core/NetPlayServer.h

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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <SFML/Network/Packet.hpp>
#include <map>
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#include <memory>
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#include <mutex>
#include <queue>
#include <sstream>
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#include <thread>
#include <unordered_map>
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#include <unordered_set>
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#include "Common/QoSSession.h"
#include "Common/SPSCQueue.h"
#include "Common/Timer.h"
#include "Common/TraversalClient.h"
#include "Core/NetPlayProto.h"
namespace NetPlay
{
class NetPlayUI;
enum class PlayerGameStatus;
class NetPlayServer : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsyncToClients(sf::Packet&& packet);
NetPlayServer(u16 port, bool forward_port, const NetTraversalConfig& traversal_config);
~NetPlayServer();
bool ChangeGame(const std::string& game);
bool ComputeMD5(const std::string& file_identifier);
bool AbortMD5();
void SendChatMessage(const std::string& msg);
void SetNetSettings(const NetSettings& settings);
bool DoAllPlayersHaveIPLDump() const;
bool StartGame();
bool RequestStartGame();
PadMappingArray GetPadMapping() const;
void SetPadMapping(const PadMappingArray& mappings);
PadMappingArray GetWiimoteMapping() const;
void SetWiimoteMapping(const PadMappingArray& mappings);
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void AdjustPadBufferSize(unsigned int size);
void KickPlayer(PlayerId player);
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u16 GetPort() const;
void SetNetPlayUI(NetPlayUI* dialog);
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std::unordered_set<std::string> GetInterfaceSet() const;
std::string GetInterfaceHost(const std::string& inter) const;
bool is_connected = false;
private:
class Client
{
public:
PlayerId pid;
std::string name;
std::string revision;
PlayerGameStatus game_status;
bool has_ipl_dump;
ENetPeer* socket;
u32 ping;
u32 current_game;
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Common::QoSSession qos_session;
bool operator==(const Client& other) const { return this == &other; }
};
bool SyncSaveData();
bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
bool CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet);
u64 GetInitialNetPlayRTC() const;
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void SendToClients(const sf::Packet& packet, const PlayerId skip_pid = 0);
void Send(ENetPeer* socket, const sf::Packet& packet);
unsigned int OnConnect(ENetPeer* socket);
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unsigned int OnDisconnect(const Client& player);
unsigned int OnData(sf::Packet& packet, Client& player);
void OnTraversalStateChanged() override;
void OnConnectReady(ENetAddress) override {}
void OnConnectFailed(u8) override {}
void UpdatePadMapping();
void UpdateWiimoteMapping();
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std::vector<std::pair<std::string, std::string>> GetInterfaceListInternal() const;
NetSettings m_settings;
bool m_is_running = false;
bool m_do_loop = false;
Common::Timer m_ping_timer;
u32 m_ping_key = 0;
bool m_update_pings = false;
u32 m_current_game = 0;
unsigned int m_target_buffer_size = 0;
PadMappingArray m_pad_map;
PadMappingArray m_wiimote_map;
unsigned int m_save_data_synced_players = 0;
bool m_start_pending = false;
std::map<PlayerId, Client> m_players;
std::unordered_map<u32, std::vector<std::pair<PlayerId, u64>>> m_timebase_by_frame;
bool m_desync_detected;
struct
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
std::string m_selected_game;
std::thread m_thread;
Common::SPSCQueue<sf::Packet, false> m_async_queue;
ENetHost* m_server = nullptr;
TraversalClient* m_traversal_client = nullptr;
NetPlayUI* m_dialog = nullptr;
};
} // namespace NetPlay