Mesen/Core/GameClientConnection.h
2016-12-17 23:14:47 -05:00

52 lines
1.4 KiB
C++

#pragma once
#include "stdafx.h"
#include <deque>
#include "GameConnection.h"
#include "../Utilities/AutoResetEvent.h"
#include "../Utilities/SimpleLock.h"
#include "StandardController.h"
class ClientConnectionData;
class GameClientConnection : public GameConnection, public INotificationListener
{
private:
std::deque<uint8_t> _inputData[4];
atomic<uint32_t> _inputSize[4];
AutoResetEvent _waitForInput[4];
SimpleLock _writeLock;
atomic<bool> _shutdown;
atomic<bool> _enableControllers;
atomic<uint32_t> _minimumQueueSize;
vector<PlayerInfo> _playerList;
shared_ptr<BaseControlDevice> _controlDevice;
shared_ptr<BaseControlDevice> _newControlDevice;
uint32_t _lastInputSent = 0x00;
bool _gameLoaded = false;
uint8_t _controllerPort = GameConnection::SpectatorPort;
private:
void SendHandshake();
void SendControllerSelection(uint8_t port);
void ClearInputData();
void PushControllerState(uint8_t port, uint8_t state);
void DisableControllers();
protected:
void ProcessMessage(NetMessage* message) override;
public:
GameClientConnection(shared_ptr<Socket> socket, shared_ptr<ClientConnectionData> connectionData);
~GameClientConnection();
void ProcessNotification(ConsoleNotificationType type, void* parameter) override;
uint8_t GetControllerState(uint8_t port);
void SendInput();
void SelectController(uint8_t port);
uint8_t GetAvailableControllers();
uint8_t GetControllerPort();
};