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119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
#pragma once
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#include "stdafx.h"
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#include "MessageManager.h"
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#include "GameServerConnection.h"
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#include "HandShakeMessage.h"
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#include "InputDataMessage.h"
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#include "MovieDataMessage.h"
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#include "GameInformationMessage.h"
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#include "SaveStateMessage.h"
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#include "Console.h"
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#include "ControlManager.h"
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#include "ClientConnectionData.h"
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#include "EmulationSettings.h"
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GameServerConnection::GameServerConnection(shared_ptr<Socket> socket, int controllerPort, IGameBroadcaster* gameBroadcaster) : GameConnection(socket, nullptr)
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{
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//Server-side connection
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_gameBroadcaster = gameBroadcaster;
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_controllerPort = controllerPort;
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ControlManager::BackupControlDevices();
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MessageManager::RegisterNotificationListener(this);
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}
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GameServerConnection::~GameServerConnection()
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{
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if(_connectionData) {
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MessageManager::DisplayToast("Net Play", _connectionData->PlayerName + " (Player " + std::to_string(_controllerPort + 1) + ") disconnected.", _connectionData->AvatarData, _connectionData->AvatarSize);
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} else {
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MessageManager::DisplayMessage("Net Play", "Player " + std::to_string(_controllerPort + 1) + " disconnected.");
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}
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ControlManager::RestoreControlDevices();
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MessageManager::UnregisterNotificationListener(this);
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}
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void GameServerConnection::SendGameState()
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{
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Console::Pause();
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stringstream state;
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Console::SaveState(state);
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_handshakeCompleted = true;
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ControlManager::RegisterControlDevice(this, _controllerPort);
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Console::Resume();
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uint32_t size = (uint32_t)state.tellp();
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char* buffer = new char[size];
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state.read(buffer, size);
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SendNetMessage(SaveStateMessage(buffer, size, true));
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delete[] buffer;
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}
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void GameServerConnection::SendGameInformation()
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{
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SendNetMessage(GameInformationMessage(Console::GetROMPath(), _controllerPort, EmulationSettings::CheckFlag(EmulationFlags::Paused)));
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}
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void GameServerConnection::SendMovieData(uint8_t state, uint8_t port)
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{
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if(_handshakeCompleted) {
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SendNetMessage(MovieDataMessage(state, port));
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}
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}
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ButtonState GameServerConnection::GetButtonState()
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{
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ButtonState state;
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size_t inputBufferSize = _inputData.size();
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uint8_t stateData = 0;
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if(inputBufferSize > 0) {
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stateData = _inputData.front();
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if(inputBufferSize > 1) {
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//Always keep the last one the client sent, it will be used until a new one is received
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_inputData.pop_front();
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}
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}
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state.FromByte(stateData);
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return state;
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}
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void GameServerConnection::ProcessMessage(NetMessage* message)
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{
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switch(message->GetType()) {
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case MessageType::HandShake:
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//Send the game's current state to the client and register the controller
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if(((HandShakeMessage*)message)->IsValid()) {
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_connectionData.reset(new ClientConnectionData("", 0, ((HandShakeMessage*)message)->GetPlayerName(), ((HandShakeMessage*)message)->GetAvatarData(), ((HandShakeMessage*)message)->GetAvatarSize()));
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MessageManager::DisplayToast("Net Play", _connectionData->PlayerName + " (Player " + std::to_string(_controllerPort + 1) + ") connected.", _connectionData->AvatarData, _connectionData->AvatarSize);
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SendGameInformation();
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SendGameState();
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}
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break;
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case MessageType::InputData:
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uint8_t state = ((InputDataMessage*)message)->GetInputState();
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if(_inputData.size() == 0 || state != _inputData.back()) {
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_inputData.push_back(state);
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}
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break;
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}
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}
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void GameServerConnection::ProcessNotification(ConsoleNotificationType type)
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{
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switch(type) {
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case ConsoleNotificationType::GamePaused:
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SendGameInformation();
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break;
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case ConsoleNotificationType::GameLoaded:
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case ConsoleNotificationType::GameResumed:
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case ConsoleNotificationType::GameReset:
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SendGameInformation();
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SendGameState();
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break;
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}
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} |