dolphin/Source/Core/Core/NetPlayServer.h
Lioncash 675260b0f7
Core: Namespace NetPlay utilities under the NetPlay namespace
Previously there was only one function under the NetPlay namespace,
which is kind of silly considering we have all of these other types
and functions existing outside of the namespace.

This moves the rest of them into the namespace.

This gets some general names, like Player, for example, out of the global namespace.
2018-07-06 19:53:23 -04:00

128 lines
3.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <SFML/Network/Packet.hpp>
#include <map>
#include <memory>
#include <mutex>
#include <queue>
#include <sstream>
#include <thread>
#include <unordered_map>
#include <unordered_set>
#include "Common/QoSSession.h"
#include "Common/SPSCQueue.h"
#include "Common/Timer.h"
#include "Common/TraversalClient.h"
#include "Core/NetPlayProto.h"
namespace NetPlay
{
class NetPlayUI;
enum class PlayerGameStatus;
class NetPlayServer : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsyncToClients(sf::Packet&& packet);
NetPlayServer(u16 port, bool forward_port, const NetTraversalConfig& traversal_config);
~NetPlayServer();
bool ChangeGame(const std::string& game);
bool ComputeMD5(const std::string& file_identifier);
bool AbortMD5();
void SendChatMessage(const std::string& msg);
void SetNetSettings(const NetSettings& settings);
bool StartGame();
PadMappingArray GetPadMapping() const;
void SetPadMapping(const PadMappingArray& mappings);
PadMappingArray GetWiimoteMapping() const;
void SetWiimoteMapping(const PadMappingArray& mappings);
void AdjustPadBufferSize(unsigned int size);
void KickPlayer(PlayerId player);
u16 GetPort() const;
void SetNetPlayUI(NetPlayUI* dialog);
std::unordered_set<std::string> GetInterfaceSet() const;
std::string GetInterfaceHost(const std::string& inter) const;
bool is_connected = false;
private:
class Client
{
public:
PlayerId pid;
std::string name;
std::string revision;
PlayerGameStatus game_status;
ENetPeer* socket;
u32 ping;
u32 current_game;
Common::QoSSession qos_session;
bool operator==(const Client& other) const { return this == &other; }
};
void SendToClients(const sf::Packet& packet, const PlayerId skip_pid = 0);
void Send(ENetPeer* socket, const sf::Packet& packet);
unsigned int OnConnect(ENetPeer* socket);
unsigned int OnDisconnect(const Client& player);
unsigned int OnData(sf::Packet& packet, Client& player);
void OnTraversalStateChanged() override;
void OnConnectReady(ENetAddress) override {}
void OnConnectFailed(u8) override {}
void UpdatePadMapping();
void UpdateWiimoteMapping();
std::vector<std::pair<std::string, std::string>> GetInterfaceListInternal() const;
NetSettings m_settings;
bool m_is_running = false;
bool m_do_loop = false;
Common::Timer m_ping_timer;
u32 m_ping_key = 0;
bool m_update_pings = false;
u32 m_current_game = 0;
unsigned int m_target_buffer_size = 0;
PadMappingArray m_pad_map;
PadMappingArray m_wiimote_map;
std::map<PlayerId, Client> m_players;
std::unordered_map<u32, std::vector<std::pair<PlayerId, u64>>> m_timebase_by_frame;
bool m_desync_detected;
struct
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
std::string m_selected_game;
std::thread m_thread;
Common::SPSCQueue<sf::Packet, false> m_async_queue;
ENetHost* m_server = nullptr;
TraversalClient* m_traversal_client = nullptr;
NetPlayUI* m_dialog = nullptr;
};
} // namespace NetPlay