ppsspp/Core/HLE/proAdhocServer.h

374 lines
8.1 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// proAdhocServer
// This is a direct port of Coldbird's code from http://code.google.com/p/aemu/
// All credit goes to him!
#pragma once
#include <cstdint>
#include <time.h>
#include "proAdhoc.h"
// Server Listening Port
//#define SERVER_PORT 27312
// Listener Connection Backlog (aka. Max Concurrent Logins)
#define SERVER_LISTEN_BACKLOG 128
// Server User Maximum
#define SERVER_USER_MAXIMUM 1024
// Server User Timeout (in seconds)
#define SERVER_USER_TIMEOUT 15
// Server SQLite3 Database
#define SERVER_DATABASE "database.db"
// Server Status Logfile
#define SERVER_STATUS_XMLOUT "www/status.xml"
// Server Shutdown Message
#define SERVER_SHUTDOWN_MESSAGE "ADHOC SERVER HUB IS SHUTTING DOWN!"
typedef struct db_crosslink{
char id_from[PRODUCT_CODE_LENGTH + 1]; //SceNetAdhocctlProductCode id_from;
char id_to[PRODUCT_CODE_LENGTH + 1]; //SceNetAdhocctlProductCode id_to;
} db_crosslink;
typedef struct db_productid {
char id[PRODUCT_CODE_LENGTH + 1]; //SceNetAdhocctlProductCode id;
char name[ADHOCCTL_NICKNAME_LEN]; //Title name
} db_productid;
/* PSPSTRUCTS */
// Ethernet Address (MAC)
/*#define ETHER_ADDR_LEN 6
typedef struct SceNetEtherAddr {
uint8_t data[ETHER_ADDR_LEN];
} SceNetEtherAddr;
// Adhoc Virtual Network Name (1234ABCD)
#define ADHOCCTL_GROUPNAME_LEN 8
typedef struct SceNetAdhocctlGroupName {
uint8_t data[ADHOCCTL_GROUPNAME_LEN];
} SceNetAdhocctlGroupName;
// Player Nickname
#define ADHOCCTL_NICKNAME_LEN 128
typedef struct SceNetAdhocctlNickname {
uint8_t data[ADHOCCTL_NICKNAME_LEN];
} SceNetAdhocctlNickname;*/
/* PACKETS */
/*#define OPCODE_PING 0
#define OPCODE_LOGIN 1
#define OPCODE_CONNECT 2
#define OPCODE_DISCONNECT 3
#define OPCODE_SCAN 4
#define OPCODE_SCAN_COMPLETE 5
#define OPCODE_CONNECT_BSSID 6
#define OPCODE_CHAT 7
// PSP Product Code
#define PRODUCT_CODE_LENGTH 9
typedef struct
{
// Game Product Code (ex. ULUS12345)
char data[PRODUCT_CODE_LENGTH];
} PACK SceNetAdhocctlProductCode; // __attribute__((packed))
// Basic Packet
typedef struct
{
uint8_t opcode;
} PACK SceNetAdhocctlPacketBase;
// C2S Login Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
SceNetEtherAddr mac;
SceNetAdhocctlNickname name;
SceNetAdhocctlProductCode game;
} PACK SceNetAdhocctlLoginPacketC2S;
// C2S Connect Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
SceNetAdhocctlGroupName group;
} PACK SceNetAdhocctlConnectPacketC2S;
// C2S Chat Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
char message[64];
} PACK SceNetAdhocctlChatPacketC2S;
// S2C Connect Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
SceNetAdhocctlNickname name;
SceNetEtherAddr mac;
uint32_t ip;
} PACK SceNetAdhocctlConnectPacketS2C;
// S2C Disconnect Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
uint32_t ip;
} PACK SceNetAdhocctlDisconnectPacketS2C;
// S2C Scan Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
SceNetAdhocctlGroupName group;
SceNetEtherAddr mac;
} PACK SceNetAdhocctlScanPacketS2C;
// S2C Connect BSSID Packet
typedef struct
{
SceNetAdhocctlPacketBase base;
SceNetEtherAddr mac;
} PACK SceNetAdhocctlConnectBSSIDPacketS2C;
// S2C Chat Packet
typedef struct
{
SceNetAdhocctlChatPacketC2S base;
SceNetAdhocctlNickname name;
} PACK SceNetAdhocctlChatPacketS2C;*/
/* USER */
// User States
#define USER_STATE_WAITING 0
#define USER_STATE_LOGGED_IN 1
#define USER_STATE_TIMED_OUT 2
// PSP Resolver Information
typedef struct
{
// PSP MAC Address
SceNetEtherAddr mac;
// PSP Hotspot IP Address
uint32_t ip;
// PSP Player Name
SceNetAdhocctlNickname name;
} SceNetAdhocctlResolverInfo;
// Type Prototypes
typedef struct SceNetAdhocctlGameNode SceNetAdhocctlGameNode;
typedef struct SceNetAdhocctlGroupNode SceNetAdhocctlGroupNode;
// Double-Linked User List
typedef struct SceNetAdhocctlUserNode {
// Next Element
struct SceNetAdhocctlUserNode * next;
// Previous Element
struct SceNetAdhocctlUserNode * prev;
// Next Element (Group)
struct SceNetAdhocctlUserNode * group_next;
// Previous Element
struct SceNetAdhocctlUserNode * group_prev;
// Resolver Information
SceNetAdhocctlResolverInfo resolver;
// Game Link
SceNetAdhocctlGameNode * game;
// Group Link
SceNetAdhocctlGroupNode * group;
// TCP Socket
int stream;
// Last Ping Update
time_t last_recv;
// RX Buffer
uint8_t rx[1024];
uint32_t rxpos;
} SceNetAdhocctlUserNode;
// Double-Linked Game List
struct SceNetAdhocctlGameNode {
// Next Element
struct SceNetAdhocctlGameNode * next;
// Previous Element
struct SceNetAdhocctlGameNode * prev;
// PSP Game Product Code
SceNetAdhocctlProductCode game;
// Number of Players
uint32_t playercount;
// Number of Groups
uint32_t groupcount;
// Double-Linked Group List
SceNetAdhocctlGroupNode * group;
};
// Double-Linked Group List
struct SceNetAdhocctlGroupNode {
// Next Element
struct SceNetAdhocctlGroupNode * next;
// Previous Element
struct SceNetAdhocctlGroupNode * prev;
// Game Link
SceNetAdhocctlGameNode * game;
// PSP Adhoc Group Name
SceNetAdhocctlGroupName group;
// Number of Players
uint32_t playercount;
// Double-Linked Player List
SceNetAdhocctlUserNode * player;
};
// User Count
extern uint32_t _db_user_count;
// User Database
extern SceNetAdhocctlUserNode * _db_user;
// Game Database
extern SceNetAdhocctlGameNode * _db_game;
void __AdhocServerInit();
/**
* Login User into Database (Stream)
* @param fd Socket
* @param ip IP Address (Network Order)
*/
void login_user_stream(int fd, uint32_t ip);
/**
* Login User into Database (Login Data)
* @param user User Node
* @param data Login Packet
*/
void login_user_data(SceNetAdhocctlUserNode * user, SceNetAdhocctlLoginPacketC2S * data);
/**
* Logout User from Database
* @param user User Node
*/
void logout_user(SceNetAdhocctlUserNode * user);
/**
* Free Database Memory
*/
void free_database();
/**
* Connect User to Game Group
* @param user User Node
* @param group Group Name
*/
void connect_user(SceNetAdhocctlUserNode * user, SceNetAdhocctlGroupName * group);
/**
* Disconnect User from Game Group
* @param user User Node
*/
void disconnect_user(SceNetAdhocctlUserNode * user);
/**
* Send Game Group List
* @param user User Node
*/
void send_scan_results(SceNetAdhocctlUserNode * user);
/**
* Spread Chat Message in P2P Network
* @param user Sender User Node
* @param message Chat Message
*/
void spread_message(SceNetAdhocctlUserNode *user, const char *message);
/**
* Get User State
* @param user User Node
*/
int get_user_state(SceNetAdhocctlUserNode * user);
/**
* Clear RX Buffer
* @param user User Node
* @param clear Number of Bytes to clear (-1 for all)
*/
void clear_user_rxbuf(SceNetAdhocctlUserNode * user, int clear);
/**
* Patch Game Product Code
* @param product To-be-patched Product Code
* @param from If the Product Code matches this...
* @param to ... then change it to this one.
*/
void game_product_relink(SceNetAdhocctlProductCode * product, char * from, char * to);
/**
* Game Product Override (used for mixing multi-region games)
* @param product IN: Source Product OUT: Override Product
*/
void game_product_override(SceNetAdhocctlProductCode * product);
/* STATUS */
/**
* Update Status Logfile
*/
void update_status();
/**
* Server Entry Point
* @param argc Number of Arguments
* @param argv Arguments
* @return OS Error Code
*/
int proAdhocServerThread(int port); // (int argc, char * argv[])
//extern int _status;
extern bool adhocServerRunning;
extern std::thread adhocServerThread;