// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include "Common/StdMakeUnique.h" #include "Common/StringUtil.h" #include "Core/NetPlayServer.h" #include "InputCommon/GCPadStatus.h" NetPlayServer::~NetPlayServer() { if (is_connected) { m_do_loop = false; m_thread.join(); m_socket.close(); } #ifdef USE_UPNP if (m_upnp_thread.joinable()) m_upnp_thread.join(); m_upnp_thread = std::thread(&NetPlayServer::unmapPortThread); m_upnp_thread.join(); #endif } // called from ---GUI--- thread NetPlayServer::NetPlayServer(const u16 port) : is_connected(false), m_is_running(false) { memset(m_pad_map, -1, sizeof(m_pad_map)); memset(m_wiimote_map, -1, sizeof(m_wiimote_map)); if (m_socket.listen(port) == sf::Socket::Done) { is_connected = true; m_do_loop = true; m_selector.add(m_socket); m_thread = std::thread(&NetPlayServer::ThreadFunc, this); m_target_buffer_size = 5; } } // 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; std::lock_guard lks(m_crit.send); m_ping_timer.Start(); SendToClients(spac); m_update_pings = false; } // check if any sockets need attention if (m_selector.wait(sf::milliseconds(10))) { // listening socket if (m_selector.isReady(m_socket)) { auto accept_socket = std::make_unique(); m_socket.accept(*accept_socket); unsigned int error; { std::lock_guard lkg(m_crit.game); error = OnConnect(accept_socket); } 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); accept_socket->disconnect(); } } // client sockets for (auto it = m_players.begin(); it != m_players.end();) { // move iterator on immediately so client can be removed Client& client = *it; it++; if (m_selector.isReady(*client.socket)) { sf::Packet rpac; switch (client.socket->receive(rpac)) { case sf::Socket::Done : // if a bad packet is received, disconnect the client if (0 == OnData(rpac, client)) break; //case sf::Socket::Disconnected : default : { std::lock_guard lkg(m_crit.game); OnDisconnect(client); break; } } } } } } // close listening socket and client sockets for (auto& player_entry : m_players) player_entry.socket->disconnect(); } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnConnect(std::unique_ptr& 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 = std::move(socket); rpac >> player.revision; rpac >> player.name; // give new client first available id PlayerId pid = 1; for (auto i = m_players.begin(); i != m_players.end(); ++i) { if (i->pid == pid) { pid++; i = m_players.begin(); } } player.pid = pid; // try to automatically assign new user a pad for (PadMapping& mapping : m_pad_map) { if (mapping == -1) { mapping = player.pid; break; } } { std::lock_guard lks(m_crit.send); // 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; player.socket->send(spac); // send new client the selected game if (m_selected_game != "") { spac.clear(); spac << (MessageId)NP_MSG_CHANGE_GAME; spac << m_selected_game; player.socket->send(spac); } // send the pad buffer value spac.clear(); spac << (MessageId)NP_MSG_PAD_BUFFER; spac << (u32)m_target_buffer_size; player.socket->send(spac); // sync values with new client for (const auto& p : m_players) { spac.clear(); spac << (MessageId)NP_MSG_PLAYER_JOIN; spac << p.pid << p.name << p.revision; player.socket->send(spac); } } // unlock send // add client to selector/ used for receiving m_selector.add(*player.socket); // add client to the player list { std::lock_guard lkp(m_crit.players); m_players.push_back(std::move(player)); std::lock_guard lks(m_crit.send); UpdatePadMapping(); // sync pad mappings with everyone UpdateWiimoteMapping(); } return 0; } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnDisconnect(Client& player) { PlayerId pid = player.pid; if (m_is_running) { for (PadMapping mapping : m_pad_map) { if (mapping == pid) { PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game."); std::lock_guard lkg(m_crit.game); m_is_running = false; sf::Packet spac; spac << (MessageId)NP_MSG_DISABLE_GAME; // this thread doesn't need players lock std::lock_guard lks(m_crit.send); SendToClients(spac); break; } } } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_LEAVE; spac << pid; m_selector.remove(*player.socket); std::lock_guard lkp(m_crit.players); m_players.remove(player); // alert other players of disconnect std::lock_guard lks(m_crit.send); SendToClients(spac); for (PadMapping& mapping : m_pad_map) { if (mapping == pid) { mapping = -1; } } UpdatePadMapping(); for (PadMapping& mapping : m_wiimote_map) { if (mapping == pid) { mapping = -1; } } UpdateWiimoteMapping(); return 0; } // called from ---GUI--- thread void NetPlayServer::GetPadMapping(PadMapping map[4]) { for (int i = 0; i < 4; i++) map[i] = m_pad_map[i]; } void NetPlayServer::GetWiimoteMapping(PadMapping map[4]) { for (int i = 0; i < 4; i++) map[i] = m_wiimote_map[i]; } // called from ---GUI--- thread void NetPlayServer::SetPadMapping(const PadMapping map[4]) { for (int i = 0; i < 4; i++) m_pad_map[i] = map[i]; UpdatePadMapping(); } // called from ---GUI--- thread void NetPlayServer::SetWiimoteMapping(const PadMapping map[4]) { for (int i = 0; i < 4; i++) m_wiimote_map[i] = map[i]; UpdateWiimoteMapping(); } // called from ---GUI--- thread and ---NETPLAY--- thread void NetPlayServer::UpdatePadMapping() { sf::Packet spac; spac << (MessageId)NP_MSG_PAD_MAPPING; for (PadMapping mapping : m_pad_map) { spac << mapping; } SendToClients(spac); } // called from ---NETPLAY--- thread void NetPlayServer::UpdateWiimoteMapping() { sf::Packet spac; spac << (MessageId)NP_MSG_WIIMOTE_MAPPING; for (PadMapping mapping : m_wiimote_map) { spac << mapping; } SendToClients(spac); } // called from ---GUI--- thread and ---NETPLAY--- thread void NetPlayServer::AdjustPadBufferSize(unsigned int size) { std::lock_guard lkg(m_crit.game); 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; std::lock_guard lkp(m_crit.players); std::lock_guard lks(m_crit.send); SendToClients(spac); } // called from ---NETPLAY--- thread unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player) { 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 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; { std::lock_guard lks(m_crit.send); SendToClients(spac, player.pid); } } 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; GCPadStatus pad; packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight; // If the data is not from the correct player, // then disconnect them. if (m_pad_map[map] != player.pid) return 1; // Relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_PAD_DATA; spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight; std::lock_guard lks(m_crit.send); SendToClients(spac, player.pid); } break; case NP_MSG_WIIMOTE_DATA : { // if this is wiimote data from the last game still being received, ignore it if (player.current_game != m_current_game) break; PadMapping map = 0; u8 size; packet >> map >> size; std::vector data(size); for (size_t i = 0; i < data.size(); ++i) packet >> data[i]; // If the data is not from the correct player, // then disconnect them. if (m_wiimote_map[map] != player.pid) { return 1; } // relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_WIIMOTE_DATA; spac << map; spac << size; for (const u8& byte : data) spac << byte; std::lock_guard lks(m_crit.send); SendToClients(spac, player.pid); } break; case NP_MSG_PONG : { const u32 ping = (u32)m_ping_timer.GetTimeElapsed(); u32 ping_key = 0; packet >> ping_key; if (m_ping_key == ping_key) { player.ping = ping; } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_PING_DATA; spac << player.pid; spac << player.ping; std::lock_guard lks(m_crit.send); SendToClients(spac); } break; case NP_MSG_START_GAME : { packet >> player.current_game; } break; case NP_MSG_STOP_GAME: { // tell clients to stop game sf::Packet spac; spac << (MessageId)NP_MSG_STOP_GAME; std::lock_guard lkp(m_crit.players); std::lock_guard lks(m_crit.send); SendToClients(spac); m_is_running = false; } 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 / 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; std::lock_guard lkp(m_crit.players); std::lock_guard lks(m_crit.send); SendToClients(spac); } // called from ---GUI--- thread bool NetPlayServer::ChangeGame(const std::string &game) { std::lock_guard lkg(m_crit.game); m_selected_game = game; // send changed game to clients sf::Packet spac; spac << (MessageId)NP_MSG_CHANGE_GAME; spac << game; std::lock_guard lkp(m_crit.players); std::lock_guard lks(m_crit.send); SendToClients(spac); return true; } // called from ---GUI--- thread void NetPlayServer::SetNetSettings(const NetSettings &settings) { m_settings = settings; } // called from ---GUI--- thread bool NetPlayServer::StartGame() { std::lock_guard lkg(m_crit.game); 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; spac << m_settings.m_CPUthread; spac << m_settings.m_CPUcore; spac << m_settings.m_DSPEnableJIT; spac << m_settings.m_DSPHLE; spac << m_settings.m_WriteToMemcard; spac << m_settings.m_EXIDevice[0]; spac << m_settings.m_EXIDevice[1]; std::lock_guard lkp(m_crit.players); std::lock_guard lks(m_crit.send); SendToClients(spac); m_is_running = true; return true; } // called from multiple threads void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid) { for (auto& p : m_players) { if (p.pid && p.pid != skip_pid) { p.socket->send(packet); } } } void NetPlayServer::KickPlayer(u8 player) { for (auto& current_player : m_players) { if (current_player.pid == player) { current_player.socket->disconnect(); return; } } } #ifdef USE_UPNP #include #include #include struct UPNPUrls NetPlayServer::m_upnp_urls; struct IGDdatas NetPlayServer::m_upnp_data; u16 NetPlayServer::m_upnp_mapped = 0; bool NetPlayServer::m_upnp_inited = false; bool NetPlayServer::m_upnp_error = false; std::thread NetPlayServer::m_upnp_thread; // called from ---GUI--- thread void NetPlayServer::TryPortmapping(u16 port) { if (m_upnp_thread.joinable()) m_upnp_thread.join(); m_upnp_thread = std::thread(&NetPlayServer::mapPortThread, port); } // UPnP thread: try to map a port void NetPlayServer::mapPortThread(const u16 port) { std::string ourIP = sf::IpAddress::getLocalAddress().toString(); if (!m_upnp_inited) if (!initUPnP()) goto fail; if (!UPnPMapPort(ourIP, port)) goto fail; NOTICE_LOG(NETPLAY, "Successfully mapped port %d to %s.", port, ourIP.c_str()); return; fail: WARN_LOG(NETPLAY, "Failed to map port %d to %s.", port, ourIP.c_str()); return; } // UPnP thread: try to unmap a port void NetPlayServer::unmapPortThread() { if (m_upnp_mapped > 0) UPnPUnmapPort(m_upnp_mapped); } // called from ---UPnP--- thread // discovers the IGD bool NetPlayServer::initUPnP() { std::vector igds; int descXMLsize = 0, upnperror = 0; // Don't init if already inited if (m_upnp_inited) return true; // Don't init if it failed before if (m_upnp_error) return false; memset(&m_upnp_urls, 0, sizeof(UPNPUrls)); memset(&m_upnp_data, 0, sizeof(IGDdatas)); // Find all UPnP devices UPNPDev *devlist = upnpDiscover(2000, nullptr, nullptr, 0, 0, &upnperror); if (!devlist) { WARN_LOG(NETPLAY, "An error occured trying to discover UPnP devices."); m_upnp_error = true; m_upnp_inited = false; return false; } // Look for the IGD for (UPNPDev* dev = devlist; dev; dev = dev->pNext) { if (strstr(dev->st, "InternetGatewayDevice")) igds.push_back(dev); } for (const UPNPDev* dev : igds) { char* descXML = (char*) miniwget(dev->descURL, &descXMLsize, 0); if (descXML) { parserootdesc(descXML, descXMLsize, &m_upnp_data); free(descXML); descXML = nullptr; GetUPNPUrls(&m_upnp_urls, &m_upnp_data, dev->descURL, 0); NOTICE_LOG(NETPLAY, "Got info from IGD at %s.", dev->descURL); break; } else { WARN_LOG(NETPLAY, "Error getting info from IGD at %s.", dev->descURL); } } freeUPNPDevlist(devlist); return true; } // called from ---UPnP--- thread // Attempt to portforward! bool NetPlayServer::UPnPMapPort(const std::string& addr, const u16 port) { if (m_upnp_mapped > 0) UPnPUnmapPort(m_upnp_mapped); std::string port_str = StringFromFormat("%d", port); int result = UPNP_AddPortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype, port_str.c_str(), port_str.c_str(), addr.c_str(), (std::string("dolphin-emu TCP on ") + addr).c_str(), "TCP", nullptr, nullptr); if (result != 0) return false; m_upnp_mapped = port; return true; } // called from ---UPnP--- thread // Attempt to stop portforwarding. // -- // NOTE: It is important that this happens! A few very crappy routers // apparently do not delete UPnP mappings on their own, so if you leave them // hanging, the NVRAM will fill with portmappings, and eventually all UPnP // requests will fail silently, with the only recourse being a factory reset. // -- bool NetPlayServer::UPnPUnmapPort(const u16 port) { std::string port_str = StringFromFormat("%d", port); UPNP_DeletePortMapping(m_upnp_urls.controlURL, m_upnp_data.first.servicetype, port_str.c_str(), "TCP", nullptr); return true; } #endif