mirror of
https://github.com/libretro/Mesen.git
synced 2024-12-14 21:08:44 +00:00
219 lines
6.1 KiB
C++
219 lines
6.1 KiB
C++
#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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#include "StandardController.h"
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#include "SelectControllerMessage.h"
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#include "PlayerListMessage.h"
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#include "GameServer.h"
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#include "ForceDisconnectMessage.h"
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GameServerConnection* GameServerConnection::_netPlayDevices[4] = { nullptr,nullptr,nullptr,nullptr };
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GameServerConnection::GameServerConnection(shared_ptr<Socket> socket) : GameConnection(socket, nullptr)
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{
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//Server-side connection
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_controllerPort = GameConnection::SpectatorPort;
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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::DisplayMessage("NetPlay", _connectionData->PlayerName + " (Player " + std::to_string(_controllerPort + 1) + ") disconnected.");
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}
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UnregisterNetPlayDevice(this);
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MessageManager::UnregisterNotificationListener(this);
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}
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void GameServerConnection::SendGameInformation()
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{
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Console::Pause();
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GameInformationMessage gameInfo(Console::GetRomName(), Console::GetCrc32(), _controllerPort, EmulationSettings::CheckFlag(EmulationFlags::Paused));
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SendNetMessage(gameInfo);
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SaveStateMessage saveState;
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SendNetMessage(saveState);
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Console::Resume();
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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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MovieDataMessage message(state, port);
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SendNetMessage(message);
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}
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}
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void GameServerConnection::SendForceDisconnectMessage(string disconnectMessage)
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{
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ForceDisconnectMessage message(disconnectMessage);
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SendNetMessage(message);
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Disconnect();
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}
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void GameServerConnection::PushState(uint32_t state)
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{
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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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}
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uint32_t GameServerConnection::GetState()
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{
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size_t inputBufferSize = _inputData.size();
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uint32_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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return stateData;
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}
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void GameServerConnection::ProcessHandshakeResponse(HandShakeMessage* message)
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{
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//Send the game's current state to the client and register the controller
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if(message->IsValid()) {
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Console::Pause();
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_controllerPort = message->IsSpectator() ? GameConnection::SpectatorPort : GetFirstFreeControllerPort();
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_connectionData.reset(new ClientConnectionData("", 0, message->GetPlayerName(), false));
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string playerPortMessage = _controllerPort == GameConnection::SpectatorPort ? "Spectator" : "Player " + std::to_string(_controllerPort + 1);
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MessageManager::DisplayMessage("NetPlay", _connectionData->PlayerName + " (" + playerPortMessage + ") connected.");
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if(Console::GetRomName().size() > 0) {
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SendGameInformation();
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}
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_handshakeCompleted = true;
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RegisterNetPlayDevice(this, _controllerPort);
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GameServer::SendPlayerList();
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Console::Resume();
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} else {
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SendForceDisconnectMessage("Server is using a different version of Mesen (" + EmulationSettings::GetMesenVersionString() + ") - you have been disconnected.");
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MessageManager::DisplayMessage("NetPlay", + "NetplayVersionMismatch", message->GetPlayerName());
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}
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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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ProcessHandshakeResponse((HandShakeMessage*)message);
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break;
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case MessageType::InputData:
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PushState(((InputDataMessage*)message)->GetInputState());
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break;
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case MessageType::SelectController:
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SelectControllerPort(((SelectControllerMessage*)message)->GetPortNumber());
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break;
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default:
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break;
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}
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}
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void GameServerConnection::SelectControllerPort(uint8_t port)
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{
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Console::Pause();
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if(port == GameConnection::SpectatorPort) {
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//Client wants to be a spectator, make sure we are not using any controller
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UnregisterNetPlayDevice(this);
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_controllerPort = port;
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} else {
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GameServerConnection* netPlayDevice = GetNetPlayDevice(port);
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if(netPlayDevice == this) {
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//Nothing to do, we're already this player
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} else if(netPlayDevice == nullptr) {
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//This port is free, we can switch
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UnregisterNetPlayDevice(this);
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RegisterNetPlayDevice(this, port);
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_controllerPort = port;
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} else {
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//Another player is using this port, we can't use it
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}
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}
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SendGameInformation();
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GameServer::SendPlayerList();
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Console::Resume();
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}
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void GameServerConnection::ProcessNotification(ConsoleNotificationType type, void* parameter)
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{
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switch(type) {
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case ConsoleNotificationType::GamePaused:
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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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case ConsoleNotificationType::StateLoaded:
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case ConsoleNotificationType::CheatAdded:
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case ConsoleNotificationType::FdsDiskChanged:
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case ConsoleNotificationType::ConfigChanged:
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SendGameInformation();
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break;
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default:
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break;
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}
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}
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void GameServerConnection::RegisterNetPlayDevice(GameServerConnection* device, uint8_t port)
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{
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GameServerConnection::_netPlayDevices[port] = device;
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}
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void GameServerConnection::UnregisterNetPlayDevice(GameServerConnection* device)
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{
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if(device != nullptr) {
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for(int i = 0; i < 4; i++) {
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if(GameServerConnection::_netPlayDevices[i] == device) {
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GameServerConnection::_netPlayDevices[i] = nullptr;
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break;
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}
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}
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}
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}
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GameServerConnection* GameServerConnection::GetNetPlayDevice(uint8_t port)
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{
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return GameServerConnection::_netPlayDevices[port];
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}
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uint8_t GameServerConnection::GetFirstFreeControllerPort()
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{
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uint8_t hostPost = GameServer::GetHostControllerPort();
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for(int i = 0; i < 4; i++) {
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if(hostPost != i && GameServerConnection::_netPlayDevices[i] == nullptr) {
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return i;
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}
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}
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return GameConnection::SpectatorPort;
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}
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string GameServerConnection::GetPlayerName()
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{
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if(_connectionData) {
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return _connectionData->PlayerName;
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} else {
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return "";
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}
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}
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uint8_t GameServerConnection::GetControllerPort()
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{
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return _controllerPort;
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} |