Mesen/Core/GameServerConnection.cpp

210 lines
6.0 KiB
C++

#include "stdafx.h"
#include "MessageManager.h"
#include "GameServerConnection.h"
#include "HandShakeMessage.h"
#include "InputDataMessage.h"
#include "MovieDataMessage.h"
#include "GameInformationMessage.h"
#include "SaveStateMessage.h"
#include "Console.h"
#include "ControlManager.h"
#include "ClientConnectionData.h"
#include "EmulationSettings.h"
#include "StandardController.h"
#include "SelectControllerMessage.h"
#include "PlayerListMessage.h"
#include "GameServer.h"
GameServerConnection* GameServerConnection::_netPlayDevices[4] = { nullptr,nullptr,nullptr,nullptr };
GameServerConnection::GameServerConnection(shared_ptr<Socket> socket) : GameConnection(socket, nullptr)
{
//Server-side connection
_controllerPort = GameConnection::SpectatorPort;
MessageManager::RegisterNotificationListener(this);
}
GameServerConnection::~GameServerConnection()
{
if(_connectionData) {
MessageManager::DisplayToast("Net Play", _connectionData->PlayerName + " (Player " + std::to_string(_controllerPort + 1) + ") disconnected.", _connectionData->AvatarData, _connectionData->AvatarSize);
} else {
MessageManager::DisplayMessage("Net Play", "Player " + std::to_string(_controllerPort + 1) + " disconnected.");
}
UnregisterNetPlayDevice(this);
MessageManager::UnregisterNotificationListener(this);
}
void GameServerConnection::SendGameInformation()
{
Console::Pause();
GameInformationMessage gameInfo(Console::GetROMPath(), Console::GetCrc32(), _controllerPort, EmulationSettings::CheckFlag(EmulationFlags::Paused));
SendNetMessage(gameInfo);
SaveStateMessage saveState;
SendNetMessage(saveState);
Console::Resume();
}
void GameServerConnection::SendMovieData(uint8_t state, uint8_t port)
{
if(_handshakeCompleted) {
MovieDataMessage message(state, port);
SendNetMessage(message);
}
}
void GameServerConnection::PushState(uint32_t state)
{
if(_inputData.size() == 0 || state != _inputData.back()) {
_inputData.push_back(state);
}
}
uint32_t GameServerConnection::GetState()
{
size_t inputBufferSize = _inputData.size();
uint32_t stateData = 0;
if(inputBufferSize > 0) {
stateData = _inputData.front();
if(inputBufferSize > 1) {
//Always keep the last one the client sent, it will be used until a new one is received
_inputData.pop_front();
}
}
return stateData;
}
void GameServerConnection::ProcessHandshakeResponse(HandShakeMessage* message)
{
//Send the game's current state to the client and register the controller
if(message->IsValid()) {
Console::Pause();
_controllerPort = message->IsSpectator() ? GameConnection::SpectatorPort : GetFirstFreeControllerPort();
_connectionData.reset(new ClientConnectionData("", 0, message->GetPlayerName(), message->GetAvatarData(), message->GetAvatarSize(), false));
string playerPortMessage = _controllerPort == GameConnection::SpectatorPort ? "Spectator" : "Player " + std::to_string(_controllerPort + 1);
MessageManager::DisplayToast("Net Play", _connectionData->PlayerName + " (" + playerPortMessage + ") connected.", _connectionData->AvatarData, _connectionData->AvatarSize);
if(Console::GetROMPath().size() > 0) {
SendGameInformation();
}
_handshakeCompleted = true;
RegisterNetPlayDevice(this, _controllerPort);
GameServer::SendPlayerList();
Console::Resume();
}
}
void GameServerConnection::ProcessMessage(NetMessage* message)
{
switch(message->GetType()) {
case MessageType::HandShake:
ProcessHandshakeResponse((HandShakeMessage*)message);
break;
case MessageType::InputData:
PushState(((InputDataMessage*)message)->GetInputState());
break;
case MessageType::SelectController:
SelectControllerPort(((SelectControllerMessage*)message)->GetPortNumber());
break;
default:
break;
}
}
void GameServerConnection::SelectControllerPort(uint8_t port)
{
Console::Pause();
if(port == GameConnection::SpectatorPort) {
//Client wants to be a spectator, make sure we are not using any controller
UnregisterNetPlayDevice(this);
_controllerPort = port;
} else {
GameServerConnection* netPlayDevice = GetNetPlayDevice(port);
if(netPlayDevice == this) {
//Nothing to do, we're already this player
} else if(netPlayDevice == nullptr) {
//This port is free, we can switch
UnregisterNetPlayDevice(this);
RegisterNetPlayDevice(this, port);
_controllerPort = port;
} else {
//Another player is using this port, we can't use it
}
}
SendGameInformation();
GameServer::SendPlayerList();
Console::Resume();
}
void GameServerConnection::ProcessNotification(ConsoleNotificationType type, void* parameter)
{
switch(type) {
case ConsoleNotificationType::GamePaused:
case ConsoleNotificationType::GameLoaded:
case ConsoleNotificationType::GameResumed:
case ConsoleNotificationType::GameReset:
case ConsoleNotificationType::StateLoaded:
case ConsoleNotificationType::CheatAdded:
case ConsoleNotificationType::FdsDiskChanged:
case ConsoleNotificationType::ConfigChanged:
SendGameInformation();
break;
default:
break;
}
}
void GameServerConnection::RegisterNetPlayDevice(GameServerConnection* device, uint8_t port)
{
GameServerConnection::_netPlayDevices[port] = device;
}
void GameServerConnection::UnregisterNetPlayDevice(GameServerConnection* device)
{
if(device != nullptr) {
for(int i = 0; i < 4; i++) {
if(GameServerConnection::_netPlayDevices[i] == device) {
GameServerConnection::_netPlayDevices[i] = nullptr;
break;
}
}
}
}
GameServerConnection* GameServerConnection::GetNetPlayDevice(uint8_t port)
{
return GameServerConnection::_netPlayDevices[port];
}
uint8_t GameServerConnection::GetFirstFreeControllerPort()
{
uint8_t hostPost = GameServer::GetHostControllerPort();
for(int i = 0; i < 4; i++) {
if(hostPost != i && GameServerConnection::_netPlayDevices[i] == nullptr) {
return i;
}
}
return GameConnection::SpectatorPort;
}
string GameServerConnection::GetPlayerName()
{
if(_connectionData) {
return _connectionData->PlayerName;
} else {
return "";
}
}
uint8_t GameServerConnection::GetControllerPort()
{
return _controllerPort;
}