dolphin/Source/Core/Core/NetPlayServer.cpp
Lioncash 76bbd46829 Core: Remove some header inclusions in header files
Replaces them with forward declarations of used types, or removes them entirely if they aren't used at all. This also replaces certain Common headers with less inclusive ones (in terms of definitions they pull in).
2015-05-08 22:38:59 -04:00

919 lines
20 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include <vector>
#include "Common/ENetUtil.h"
#include "Common/IniFile.h"
#include "Common/StdMakeUnique.h"
#include "Common/StringUtil.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "Core/NetPlayServer.h"
#include "Core/HW/EXI_DeviceIPL.h"
#include "InputCommon/GCPadStatus.h"
#if !defined(_WIN32)
#include <sys/types.h>
#include <sys/socket.h>
#ifndef ANDROID
#include <ifaddrs.h>
#endif
#include <arpa/inet.h>
#endif
u64 g_netplay_initial_gctime = 1272737767;
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_thread.join();
enet_host_destroy(m_server);
if (g_MainNetHost.get() == m_server)
{
g_MainNetHost.release();
}
if (m_traversal_client)
{
g_TraversalClient->m_Client = nullptr;
ReleaseTraversalClient();
}
}
#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, bool traversal, std::string centralServer, u16 centralPort)
: is_connected(false)
, m_is_running(false)
, m_do_loop(false)
, m_ping_key(0)
, m_update_pings(false)
, m_current_game(0)
, m_target_buffer_size(0)
, m_selected_game("")
, m_server(nullptr)
, m_traversal_client(nullptr)
, m_dialog(nullptr)
{
//--use server time
if (enet_initialize() != 0)
{
PanicAlertT("Enet Didn't Initialize");
}
memset(m_pad_map, -1, sizeof(m_pad_map));
memset(m_wiimote_map, -1, sizeof(m_wiimote_map));
if (traversal)
{
if (!EnsureTraversalClient(centralServer, centralPort))
return;
g_TraversalClient->m_Client = this;
m_traversal_client = g_TraversalClient.get();
m_server = g_MainNetHost.get();
if (g_TraversalClient->m_State == TraversalClient::Failure)
g_TraversalClient->ReconnectToServer();
}
else
{
ENetAddress serverAddr;
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, 3, 0, 0);
if (m_server != nullptr)
m_server->intercept = ENetUtil::InterceptCallback;
}
if (m_server != nullptr)
{
is_connected = true;
m_do_loop = true;
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() > 1000) || m_update_pings)
{
m_ping_key = Common::Timer::GetTimeMs();
sf::Packet spac;
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
m_ping_timer.Start();
SendToClients(spac);
m_update_pings = false;
}
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 1000);
while (!m_async_queue.Empty())
{
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(*(m_async_queue.Front().get()));
}
m_async_queue.Pop();
}
if (net > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
ENetPeer* accept_peer = netEvent.peer;
unsigned int error;
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(accept_peer);
}
if (error)
{
sf::Packet spac;
spac << (MessageId)error;
// don't need to lock, this client isn't in the client map
Send(accept_peer, spac);
if (netEvent.peer->data)
{
delete (PlayerId *) netEvent.peer->data;
netEvent.peer->data = nullptr;
}
enet_peer_disconnect(accept_peer, 0);
}
}
break;
case ENET_EVENT_TYPE_RECEIVE:
{
sf::Packet rpac;
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
Client& client = it->second;
if (OnData(rpac, client) != 0)
{
// if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
}
enet_packet_destroy(netEvent.packet);
}
break;
case ENET_EVENT_TYPE_DISCONNECT:
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
if (it != m_players.end())
{
Client& client = it->second;
OnDisconnect(client);
if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
}
}
break;
default:
break;
}
}
}
// close listening socket and client sockets
for (auto& player_entry : m_players)
{
delete (PlayerId *)player_entry.second.socket->data;
player_entry.second.socket->data = nullptr;
enet_peer_disconnect(player_entry.second.socket, 0);
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
{
sf::Packet rpac;
ENetPacket* epack;
do
{
epack = enet_peer_receive(socket, 0);
} while (epack == nullptr);
rpac.append(epack->data, epack->dataLength);
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 = socket;
rpac >> player.revision;
rpac >> player.name;
enet_packet_destroy(epack);
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
player.pid = pid;
socket->data = new PlayerId(pid);
// try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map)
{
if (mapping == -1)
{
mapping = player.pid;
break;
}
}
// 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;
Send(player.socket, spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
Send(player.socket, spac);
}
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
}
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.insert(std::pair<PlayerId, Client>(*(PlayerId *)player.socket->data, player));
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 && pid != 1)
{
PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
SendToClients(spac, 1);
break;
}
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
enet_peer_disconnect(player.socket, 0);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto it = m_players.find(player.pid);
if (it != m_players.end())
m_players.erase(it);
// alert other players of disconnect
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<std::recursive_mutex> lkg(m_crit.game);
m_target_buffer_size = size;
// tell clients to change buffer size
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_PAD_BUFFER;
*spac << (u32)m_target_buffer_size;
SendAsyncToClients(spac);
}
void NetPlayServer::SendAsyncToClients(sf::Packet* packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
}
ENetUtil::WakeupThread(m_server);
}
// 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;
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;
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<u8> 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;
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;
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<std::recursive_mutex> lkp(m_crit.players);
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;
}
void NetPlayServer::OnTraversalStateChanged()
{
if (m_dialog)
m_dialog->Update();
}
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
*spac << (PlayerId)0; // server id always 0
*spac << msg;
SendAsyncToClients(spac);
}
// called from ---GUI--- thread
bool NetPlayServer::ChangeGame(const std::string &game)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_selected_game = game;
// send changed game to clients
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHANGE_GAME;
*spac << game;
SendAsyncToClients(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<std::recursive_mutex> lkg(m_crit.game);
m_current_game = Common::Timer::GetTimeMs();
// no change, just update with clients
AdjustPadBufferSize(m_target_buffer_size);
g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970();
// tell clients to start game
sf::Packet* spac = new sf::Packet;
*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_OCEnable;
*spac << m_settings.m_OCFactor;
*spac << m_settings.m_EXIDevice[0];
*spac << m_settings.m_EXIDevice[1];
*spac << (u32)g_netplay_initial_gctime;
*spac << (u32)g_netplay_initial_gctime << 32;
SendAsyncToClients(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.second.pid && p.second.pid != skip_pid)
{
Send(p.second.socket, packet);
}
}
}
void NetPlayServer::Send(ENetPeer* socket, sf::Packet& packet)
{
ENetPacket* epac = enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(socket, 0, epac);
}
void NetPlayServer::KickPlayer(PlayerId player)
{
for (auto& current_player : m_players)
{
if (current_player.second.pid == player)
{
enet_peer_disconnect(current_player.second.socket, 0);
return;
}
}
}
u16 NetPlayServer::GetPort()
{
return m_server->address.port;
}
void NetPlayServer::SetNetPlayUI(NetPlayUI* dialog)
{
m_dialog = dialog;
}
// called from ---GUI--- thread
std::unordered_set<std::string> NetPlayServer::GetInterfaceSet()
{
std::unordered_set<std::string> result;
auto lst = GetInterfaceListInternal();
for (auto list_entry : lst)
result.emplace(list_entry.first);
return result;
}
// called from ---GUI--- thread
std::string NetPlayServer::GetInterfaceHost(const std::string inter)
{
char buf[16];
sprintf(buf, ":%d", GetPort());
auto lst = GetInterfaceListInternal();
for (const auto& list_entry : lst)
{
if (list_entry.first == inter)
{
return list_entry.second + buf;
}
}
return "?";
}
// called from ---GUI--- thread
std::vector<std::pair<std::string, std::string>> NetPlayServer::GetInterfaceListInternal()
{
std::vector<std::pair<std::string, std::string>> result;
#if defined(_WIN32)
#elif defined(ANDROID)
// Android has no getifaddrs for some stupid reason. If this
// functionality ends up actually being used on Android, fix this.
#else
ifaddrs* ifp = nullptr;
char buf[512];
if (getifaddrs(&ifp) != -1)
{
for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next)
{
sockaddr* sa = curifp->ifa_addr;
if (sa->sa_family != AF_INET)
continue;
sockaddr_in* sai = (struct sockaddr_in*) sa;
if (ntohl(((struct sockaddr_in*) sa)->sin_addr.s_addr) == 0x7f000001)
continue;
const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf));
if (ip == nullptr)
continue;
result.emplace_back(std::make_pair(curifp->ifa_name, ip));
}
freeifaddrs(ifp);
}
#endif
if (result.empty())
result.emplace_back(std::make_pair("!local!", "127.0.0.1"));
return result;
}
#ifdef USE_UPNP
#include <miniwget.h>
#include <miniupnpc.h>
#include <upnpcommands.h>
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)
{
ENetAddress adr = { ENET_HOST_ANY, port };
char cIP[20];
enet_address_get_host(&adr, cIP, 20);
std::string ourIP(cIP);
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<UPNPDev *> 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 UDP on ") + addr).c_str(),
"UDP", 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(), "UDP", nullptr);
return true;
}
#endif