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The server would send a save state taken inside the PpuFrameDone event when a config change was detected, which is not safe. PpuFrameDone runs in the middle of CPU instructions, which could easily cause game crashes or desyncs.
42 lines
896 B
C++
42 lines
896 B
C++
#pragma once
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#include "pch.h"
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#include "Utilities/SimpleLock.h"
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class Socket;
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class NetMessage;
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class Emulator;
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class GameConnection
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{
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protected:
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static constexpr int MaxMsgLength = 1500000;
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unique_ptr<Socket> _socket;
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Emulator* _emu;
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uint8_t _readBuffer[GameConnection::MaxMsgLength] = {};
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uint8_t _messageBuffer[GameConnection::MaxMsgLength] = {};
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int _readPosition = 0;
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SimpleLock _socketLock;
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private:
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void ReadSocket();
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bool ExtractMessage(void* buffer, uint32_t& messageLength);
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NetMessage* ReadMessage();
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virtual void ProcessMessage(NetMessage* message) = 0;
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protected:
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void Disconnect();
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virtual void ProcessPendingEvents() {}
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public:
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static constexpr uint8_t SpectatorPort = 0xFF;
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GameConnection(Emulator* emu, unique_ptr<Socket> socket);
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virtual ~GameConnection();
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bool ConnectionError();
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void ProcessMessages();
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void SendNetMessage(NetMessage& message);
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}; |