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152 lines
3.4 KiB
C++
152 lines
3.4 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <map>
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#include <mutex>
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#include <queue>
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#include <sstream>
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#include <thread>
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#include <SFML/Network/Packet.hpp>
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#include "Common/CommonTypes.h"
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#include "Common/FifoQueue.h"
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#include "Common/TraversalClient.h"
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#include "Core/NetPlayProto.h"
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#include "InputCommon/GCPadStatus.h"
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class NetPlayUI
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{
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public:
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virtual ~NetPlayUI() {}
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virtual void BootGame(const std::string& filename) = 0;
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virtual void StopGame() = 0;
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virtual void Update() = 0;
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virtual void AppendChat(const std::string& msg) = 0;
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virtual void OnMsgChangeGame(const std::string& filename) = 0;
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virtual void OnMsgStartGame() = 0;
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virtual void OnMsgStopGame() = 0;
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virtual bool IsRecording() = 0;
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};
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class Player
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{
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public:
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PlayerId pid;
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std::string name;
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std::string revision;
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u32 ping;
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};
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class NetPlayClient : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void SendAsync(sf::Packet* packet);
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NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, const std::string& centralServer, u16 centralPort);
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~NetPlayClient();
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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void GetPlayers(std::vector<const Player *>& player_list);
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bool is_connected;
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bool StartGame(const std::string &path);
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bool StopGame();
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void Stop();
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bool ChangeGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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// Send and receive pads values
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bool WiimoteUpdate(int _number, u8* data, const u8 size);
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bool GetNetPads(const u8 pad_nb, GCPadStatus* pad_status);
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void OnTraversalStateChanged() override;
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void OnConnectReady(ENetAddress addr) override;
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void OnConnectFailed(u8 reason) override;
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u8 LocalPadToInGamePad(u8 localPad);
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u8 InGamePadToLocalPad(u8 localPad);
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u8 LocalWiimoteToInGameWiimote(u8 local_pad);
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static void SendTimeBase();
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enum State
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{
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WaitingForTraversalClientConnection,
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WaitingForTraversalClientConnectReady,
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Connecting,
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WaitingForHelloResponse,
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Connected,
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Failure
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} m_state;
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protected:
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void ClearBuffers();
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struct
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{
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex async_queue_write;
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} m_crit;
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Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
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Common::FifoQueue<GCPadStatus> m_pad_buffer[4];
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Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
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NetPlayUI* m_dialog;
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ENetHost* m_client;
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ENetPeer* m_server;
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std::thread m_thread;
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std::string m_selected_game;
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std::atomic<bool> m_is_running;
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std::atomic<bool> m_do_loop;
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unsigned int m_target_buffer_size;
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Player* m_local_player;
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u32 m_current_game;
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PadMapping m_pad_map[4];
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PadMapping m_wiimote_map[4];
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bool m_is_recording;
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private:
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void UpdateDevices();
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void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
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void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
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unsigned int OnData(sf::Packet& packet);
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void Send(sf::Packet& packet);
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void Disconnect();
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bool Connect();
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void OnTraversalDisconnect(int fail);
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PlayerId m_pid;
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std::map<PlayerId, Player> m_players;
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std::string m_host_spec;
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std::string m_player_name;
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bool m_connecting;
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TraversalClient* m_traversal_client;
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u32 m_timebase_frame;
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};
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void NetPlay_Enable(NetPlayClient* const np);
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void NetPlay_Disable();
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