Mesen/Core/GameClientConnection.cpp

224 lines
6.0 KiB
C++

#include "stdafx.h"
#include "GameClientConnection.h"
#include "HandShakeMessage.h"
#include "InputDataMessage.h"
#include "MovieDataMessage.h"
#include "GameInformationMessage.h"
#include "SaveStateMessage.h"
#include "Console.h"
#include "EmulationSettings.h"
#include "ControlManager.h"
#include "ClientConnectionData.h"
#include "StandardController.h"
#include "SelectControllerMessage.h"
#include "PlayerListMessage.h"
#include "ForceDisconnectMessage.h"
GameClientConnection::GameClientConnection(shared_ptr<Socket> socket, shared_ptr<ClientConnectionData> connectionData) : GameConnection(socket, connectionData)
{
MessageManager::RegisterNotificationListener(this);
MessageManager::DisplayMessage("NetPlay", "ConnectedToServer");
SendHandshake();
}
GameClientConnection::~GameClientConnection()
{
_shutdown = true;
DisableControllers();
MessageManager::SendNotification(ConsoleNotificationType::DisconnectedFromServer);
MessageManager::DisplayMessage("NetPlay", "ConnectionLost");
MessageManager::UnregisterNotificationListener(this);
}
void GameClientConnection::SendHandshake()
{
HandShakeMessage message(_connectionData->PlayerName, _connectionData->AvatarData, _connectionData->AvatarSize, _connectionData->Spectator);
SendNetMessage(message);
}
void GameClientConnection::SendControllerSelection(uint8_t port)
{
SelectControllerMessage message(port);
SendNetMessage(message);
}
void GameClientConnection::ClearInputData()
{
for(int i = 0; i < 4; i++) {
_inputSize[i] = 0;
_inputData[i].clear();
}
}
void GameClientConnection::ProcessMessage(NetMessage* message)
{
GameInformationMessage* gameInfo;
switch(message->GetType()) {
case MessageType::SaveState:
if(_gameLoaded) {
DisableControllers();
Console::Pause();
ClearInputData();
((SaveStateMessage*)message)->LoadState();
_enableControllers = true;
switch(EmulationSettings::GetControllerType(_controllerPort)) {
case ControllerType::StandardController: _controlDevice.reset(new StandardController(0)); break;
case ControllerType::Zapper:
case ControllerType::ArkanoidController:
_controlDevice = ControlManager::GetControlDevice(_controllerPort);
break;
}
Console::Resume();
}
break;
case MessageType::MovieData:
if(_gameLoaded) {
PushControllerState(((MovieDataMessage*)message)->GetPortNumber(), ((MovieDataMessage*)message)->GetInputState());
}
break;
case MessageType::ForceDisconnect:
MessageManager::DisplayMessage("NetPlay", ((ForceDisconnectMessage*)message)->GetMessage());
break;
case MessageType::PlayerList:
_playerList = ((PlayerListMessage*)message)->GetPlayerList();
break;
case MessageType::GameInformation:
DisableControllers();
Console::Pause();
gameInfo = (GameInformationMessage*)message;
if(gameInfo->GetPort() != _controllerPort) {
_controllerPort = gameInfo->GetPort();
if(_controllerPort == GameConnection::SpectatorPort) {
MessageManager::DisplayMessage("NetPlay", "ConnectedAsSpectator");
} else {
MessageManager::DisplayMessage("NetPlay", "ConnectedAsPlayer", std::to_string(_controllerPort + 1));
}
}
ClearInputData();
_gameLoaded = gameInfo->AttemptLoadGame();
if(gameInfo->IsPaused()) {
EmulationSettings::SetFlags(EmulationFlags::Paused);
} else {
EmulationSettings::ClearFlags(EmulationFlags::Paused);
}
Console::Resume();
break;
default:
break;
}
}
void GameClientConnection::PushControllerState(uint8_t port, uint8_t state)
{
LockHandler lock = _writeLock.AcquireSafe();
_inputData[port].push_back(state);
_inputSize[port]++;
if(_inputData[port].size() >= _minimumQueueSize) {
_waitForInput[port].Signal();
}
}
void GameClientConnection::DisableControllers()
{
//Used to prevent deadlocks when client is trying to fill its buffer while the host changes the current game/settings/etc. (i.e situations where we need to call Console::Pause())
ClearInputData();
_enableControllers = false;
for(int i = 0; i < 4; i++) {
_waitForInput[i].Signal();
}
}
uint8_t GameClientConnection::GetControllerState(uint8_t port)
{
if(_enableControllers) {
while(_inputSize[port] == 0) {
_waitForInput[port].Wait();
if(port == 0 && _minimumQueueSize < 10) {
//Increase buffer size - reduces freezes at the cost of additional lag
_minimumQueueSize++;
}
if(_shutdown || !_enableControllers) {
return 0;
}
}
LockHandler lock = _writeLock.AcquireSafe();
uint8_t state = _inputData[port].front();
_inputData[port].pop_front();
_inputSize[port]--;
if(_inputData[port].size() > _minimumQueueSize) {
//Too much data, catch up
EmulationSettings::SetEmulationSpeed(0);
} else {
EmulationSettings::SetEmulationSpeed(100);
}
return state;
}
return 0;
}
void GameClientConnection::ProcessNotification(ConsoleNotificationType type, void* parameter)
{
if(type == ConsoleNotificationType::ConfigChanged) {
switch(EmulationSettings::GetControllerType(_controllerPort)) {
case ControllerType::StandardController: _newControlDevice.reset(new StandardController(0)); break;
case ControllerType::Zapper: _newControlDevice = ControlManager::GetControlDevice(_controllerPort); break;
}
}
}
void GameClientConnection::SendInput()
{
if(_gameLoaded) {
if(_newControlDevice) {
_controlDevice = _newControlDevice;
_newControlDevice.reset();
}
uint32_t inputState = 0;
if(_controlDevice) {
inputState = _controlDevice->GetNetPlayState();
}
if(_lastInputSent != inputState) {
InputDataMessage message(inputState);
SendNetMessage(message);
_lastInputSent = inputState;
}
}
}
void GameClientConnection::SelectController(uint8_t port)
{
SendControllerSelection(port);
}
uint8_t GameClientConnection::GetAvailableControllers()
{
uint8_t availablePorts = 0x0F;
for(PlayerInfo &playerInfo : _playerList) {
if(playerInfo.ControllerPort < 4) {
availablePorts &= ~(1 << playerInfo.ControllerPort);
}
}
return availablePorts;
}
uint8_t GameClientConnection::GetControllerPort()
{
return _controllerPort;
}