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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #10944 from Sage-King/NetPlayServerUpdates
NetPlayServer.cpp OnConnect() Minor Code Updates
This commit is contained in:
commit
4f96d2f1c3
@ -152,8 +152,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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return;
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}
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// Extend reliable traffic timeout
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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ENetEvent netEvent;
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int net = enet_host_service(m_client, &netEvent, 5000);
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@ -211,8 +212,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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case ENET_EVENT_TYPE_CONNECT:
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m_server = netEvent.peer;
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// Extend reliable traffic timeout
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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if (Connect())
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{
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@ -6,6 +6,7 @@
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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 <optional>
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#include <string>
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#include <vector>
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@ -14,7 +15,10 @@
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namespace NetPlay
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{
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constexpr u32 PEER_TIMEOUT = 30000;
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using namespace std::chrono_literals;
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// An arbitrary amount of time of no acknowledgement of sent packets before netplay decides a
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// connection is disconnected
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constexpr std::chrono::milliseconds PEER_TIMEOUT = 30s;
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bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
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bool CompressFolderIntoPacket(const std::string& folder_path, sf::Packet& packet);
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@ -14,6 +14,7 @@
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#include <thread>
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#include <type_traits>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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#include <fmt/format.h>
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@ -379,119 +380,78 @@ static void SendSyncIdentifier(sf::Packet& spac, const SyncIdentifier& sync_iden
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}
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// called from ---NETPLAY--- thread
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ConnectionError NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
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ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Packet& received_packet)
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{
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// give new client first available id
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PlayerId pid = 1;
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for (auto i = m_players.begin(); i != m_players.end(); ++i)
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{
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if (i->second.pid == pid)
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{
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pid++;
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i = m_players.begin();
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}
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}
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socket->data = new PlayerId(pid);
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std::string npver;
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rpac >> npver;
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// Dolphin netplay version
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if (npver != Common::GetScmRevGitStr())
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std::string netplay_version;
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received_packet >> netplay_version;
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if (netplay_version != Common::GetScmRevGitStr())
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return ConnectionError::VersionMismatch;
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// game is currently running or game start is pending
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if (m_is_running || m_start_pending)
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return ConnectionError::GameRunning;
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// too many players
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if (m_players.size() >= 255)
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return ConnectionError::ServerFull;
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Client player;
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player.pid = pid;
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player.socket = socket;
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Client new_player{};
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new_player.pid = GiveFirstAvailableIDTo(incoming_connection);
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new_player.socket = incoming_connection;
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rpac >> player.revision;
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rpac >> player.name;
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received_packet >> new_player.revision;
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received_packet >> new_player.name;
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if (StringUTF8CodePointCount(player.name) > MAX_NAME_LENGTH)
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if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH)
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return ConnectionError::NameTooLong;
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// Extend reliable traffic timeout
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enet_peer_timeout(socket, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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// cause pings to be updated
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// force a ping on first netplay loop
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m_update_pings = true;
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// try to automatically assign new user a pad
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for (PlayerId& mapping : m_pad_map)
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{
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if (mapping == 0)
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{
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mapping = player.pid;
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break;
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}
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}
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AssignNewUserAPad(new_player);
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// send join message to already connected clients
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sf::Packet spac;
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spac << MessageID::PlayerJoin;
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spac << player.pid << player.name << player.revision;
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SendToClients(spac);
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// tell other players a new player joined
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SendResponseToAllPlayers(MessageID::PlayerJoin, new_player.pid, new_player.name,
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new_player.revision);
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// send new client success message with their ID
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spac.clear();
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spac << MessageID::ConnectionSuccessful;
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spac << player.pid;
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Send(player.socket, spac);
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// tell new client they connected and their ID
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SendResponseToPlayer(new_player, MessageID::ConnectionSuccessful, new_player.pid);
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// send new client the selected game
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// tell new client the selected game
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if (!m_selected_game_name.empty())
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{
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spac.clear();
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spac << MessageID::ChangeGame;
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SendSyncIdentifier(spac, m_selected_game_identifier);
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spac << m_selected_game_name;
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Send(player.socket, spac);
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sf::Packet send_packet;
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send_packet << MessageID::ChangeGame;
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SendSyncIdentifier(send_packet, m_selected_game_identifier);
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send_packet << m_selected_game_name;
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Send(new_player.socket, send_packet);
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}
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if (!m_host_input_authority)
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SendResponseToPlayer(new_player, MessageID::PadBuffer, m_target_buffer_size);
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SendResponseToPlayer(new_player, MessageID::HostInputAuthority, m_host_input_authority);
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for (const auto& existing_player : m_players)
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{
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// send the pad buffer value
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spac.clear();
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spac << MessageID::PadBuffer;
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spac << m_target_buffer_size;
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Send(player.socket, spac);
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}
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SendResponseToPlayer(new_player, MessageID::PlayerJoin, existing_player.second.pid,
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existing_player.second.name, existing_player.second.revision);
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// send input authority state
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spac.clear();
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spac << MessageID::HostInputAuthority;
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spac << m_host_input_authority;
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Send(player.socket, spac);
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// sync values with new client
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for (const auto& p : m_players)
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{
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spac.clear();
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spac << MessageID::PlayerJoin;
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spac << p.second.pid << p.second.name << p.second.revision;
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Send(player.socket, spac);
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spac.clear();
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spac << MessageID::GameStatus;
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spac << p.second.pid << p.second.game_status;
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Send(player.socket, spac);
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SendResponseToPlayer(new_player, MessageID::GameStatus, existing_player.second.pid,
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static_cast<u8>(existing_player.second.game_status));
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}
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if (Config::Get(Config::NETPLAY_ENABLE_QOS))
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player.qos_session = Common::QoSSession(player.socket);
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new_player.qos_session = Common::QoSSession(new_player.socket);
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// add client to the player list
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{
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std::lock_guard lkp(m_crit.players);
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m_players.emplace(*PeerPlayerId(player.socket), std::move(player));
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UpdatePadMapping(); // sync pad mappings with everyone
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// add new player to list of players
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m_players.emplace(*PeerPlayerId(new_player.socket), std::move(new_player));
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// sync pad mappings with everyone
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UpdatePadMapping();
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UpdateGBAConfig();
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UpdateWiimoteMapping();
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}
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@ -2085,6 +2045,57 @@ bool NetPlayServer::PlayerHasControllerMapped(const PlayerId pid) const
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std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
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}
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void NetPlayServer::AssignNewUserAPad(const Client& player)
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{
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for (PlayerId& mapping : m_pad_map)
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{
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// 0 means unmapped
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if (mapping == 0)
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{
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mapping = player.pid;
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break;
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}
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}
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}
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PlayerId NetPlayServer::GiveFirstAvailableIDTo(ENetPeer* player)
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{
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PlayerId pid = 1;
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for (auto i = m_players.begin(); i != m_players.end(); ++i)
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{
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if (i->second.pid == pid)
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{
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pid++;
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i = m_players.begin();
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}
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}
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player->data = new PlayerId(pid);
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return pid;
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}
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template <typename... Data>
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void NetPlayServer::SendResponseToPlayer(const Client& player, const MessageID message_id,
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Data&&... data_to_send)
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{
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sf::Packet response;
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response << message_id;
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// this is a C++17 fold expression used to call the << operator for all of the data
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(response << ... << std::forward<Data>(data_to_send));
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Send(player.socket, response);
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}
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template <typename... Data>
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void NetPlayServer::SendResponseToAllPlayers(const MessageID message_id, Data&&... data_to_send)
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{
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sf::Packet response;
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response << message_id;
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// this is a C++17 fold expression used to call the << operator for all of the data
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(response << ... << std::forward<Data>(data_to_send));
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SendToClients(response);
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}
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u16 NetPlayServer::GetPort() const
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{
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return m_server->address.port;
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@ -126,10 +126,15 @@ private:
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u64 GetInitialNetPlayRTC() const;
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template <typename... Data>
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void SendResponseToPlayer(const Client& player, const MessageID message_id,
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Data&&... data_to_send);
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template <typename... Data>
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void SendResponseToAllPlayers(const MessageID message_id, Data&&... data_to_send);
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void SendToClients(const sf::Packet& packet, PlayerId skip_pid = 0,
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u8 channel_id = DEFAULT_CHANNEL);
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void Send(ENetPeer* socket, const sf::Packet& packet, u8 channel_id = DEFAULT_CHANNEL);
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ConnectionError OnConnect(ENetPeer* socket, sf::Packet& rpac);
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ConnectionError OnConnect(ENetPeer* socket, sf::Packet& received_packet);
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unsigned int OnDisconnect(const Client& player);
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unsigned int OnData(sf::Packet& packet, Client& player);
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@ -147,6 +152,12 @@ private:
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void SetupIndex();
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bool PlayerHasControllerMapped(PlayerId pid) const;
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// pulled from OnConnect()
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void AssignNewUserAPad(const Client& player);
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// pulled from OnConnect()
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// returns the PID given
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PlayerId GiveFirstAvailableIDTo(ENetPeer* player);
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NetSettings m_settings;
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bool m_is_running = false;
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@ -36,7 +36,7 @@ struct SyncIdentifier
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// The order of entries in this enum matters, as the lowest value is
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// treated as the "best" available option.
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enum class SyncIdentifierComparison
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enum class SyncIdentifierComparison : u8
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{
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SameGame,
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DifferentHash,
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