dolphin/Source/Core/DolphinWX/Src/NetPlay.h

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#ifndef _NETPLAY_H
#define _NETPLAY_H
#include "Common.h"
#include "CommonTypes.h"
//#define WIN32_LEAN_AND_MEAN
#include "Thread.h"
// hax, i hope something like this isn't needed on non-windows
#define _WINSOCK2API_
#include <SFML/Network.hpp>
#include "pluginspecs_pad.h"
#include "svnrev.h"
//#include <wx/wx.h>
#include <map>
#include <queue>
class NetPlayDiag;
class NetPad
{
public:
NetPad();
NetPad(const SPADStatus* const);
u32 nHi;
u32 nLo;
};
#define NETPLAY_VERSION "Dolphin NetPlay 2.0"
#ifdef _M_X64
#define NP_ARCH "x64"
#else
#define NP_ARCH "x86"
#endif
#ifdef _WIN32
#define NETPLAY_DOLPHIN_VER SVN_REV_STR" win-"NP_ARCH
#elif __APPLE__
#define NETPLAY_DOLPHIN_VER SVN_REV_STR" osx-"NP_ARCH
#else
#define NETPLAY_DOLPHIN_VER SVN_REV_STR" nix-"NP_ARCH
#endif
// messages
#define NP_MSG_PLAYER_JOIN 0x10
#define NP_MSG_PLAYER_LEAVE 0x11
#define NP_MSG_CHAT_MESSAGE 0x30
#define NP_MSG_PAD_DATA 0x60
#define NP_MSG_PAD_MAPPING 0x61
#define NP_MSG_PAD_BUFFER 0x62
#define NP_MSG_START_GAME 0xA0
#define NP_MSG_CHANGE_GAME 0xA1
#define NP_MSG_READY 0xD0
#define NP_MSG_NOT_READY 0xD1
#define NP_MSG_PING 0xE0
#define NP_MSG_PONG 0xE1
// end messages
// gui messages
#define NP_GUI_UPDATE 0x10
// end messages
typedef u8 MessageId;
typedef u8 PlayerId;
typedef s8 PadMapping;
class NetPlay
{
public:
NetPlay() : m_is_running(false), m_do_loop(true) {}
virtual ~NetPlay();
virtual void Entry() = 0;
bool is_connected;
// Send and receive pads values
virtual bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues) = 0;
virtual bool SetSelectedGame(const std::string& game) = 0;
virtual void GetPlayerList(std::string& list) = 0;
virtual void SendChatMessage(const std::string& msg) = 0;
virtual bool StartGame(const std::string &path) = 0;
protected:
//NetPlay(Common::ThreadFunc entry, void* arg) : m_thread(entry, arg) {}
void UpdateGUI();
struct
{
Common::CriticalSection send, players, buffer, other;
} m_crit;
//LockingQueue<NetPad> m_pad_buffer[4];
std::queue<NetPad> m_pad_buffer[4];
NetPlayDiag* m_dialog;
sf::SocketTCP m_socket;
Common::Thread* m_thread;
sf::Selector<sf::SocketTCP> m_selector;
std::string m_selected_game;
bool m_is_running;
volatile bool m_do_loop;
private:
};
class NetPlayServer : public NetPlay
{
public:
void Entry();
NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd = NULL, const std::string& game = "");
~NetPlayServer();
void GetPlayerList(std::string& list);
// Send and receive pads values
bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
bool SetSelectedGame(const std::string& game);
void SendChatMessage(const std::string& msg);
bool StartGame(const std::string &path);
private:
class Player
{
public:
Player();
PlayerId pid;
sf::SocketTCP socket;
std::string name;
PadMapping pad_map[4];
std::string revision;
};
void SendToClients(sf::Packet& packet, const PlayerId skip_pid = 0);
unsigned int OnConnect(sf::SocketTCP& socket);
unsigned int OnDisconnect(sf::SocketTCP& socket);
unsigned int OnData(sf::Packet& packet, sf::SocketTCP& socket);
std::map<sf::SocketTCP, Player> m_players;
};
class NetPlayClient : public NetPlay
{
public:
void Entry();
NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd = NULL);
~NetPlayClient();
void GetPlayerList(std::string& list);
// Send and receive pads values
bool GetNetPads(const u8 pad_nb, const SPADStatus* const, NetPad* const netvalues);
bool SetSelectedGame(const std::string& game);
void SendChatMessage(const std::string& msg);
bool StartGame(const std::string &path);
private:
class Player
{
public:
Player();
PlayerId pid;
std::string name;
PadMapping pad_map[4];
std::string revision;
};
unsigned int OnData(sf::Packet& packet);
PlayerId m_pid;
std::map<PlayerId, Player> m_players;
};
#endif