// called from ---NETPLAY--- thread unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket) { PlayerId pid = m_players[socket].pid; if (m_is_running) { for (PadMapping mapping : m_pad_map) { if (mapping == pid) { PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game."); std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_is_running = false; sf::Packet spac; spac << (MessageId)NP_MSG_DISABLE_GAME; // this thread doesn't need players lock std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); break; } } } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_LEAVE; spac << pid; m_selector.Remove(socket); std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players.erase(m_players.find(socket)); // alert other players of disconnect std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); for (PadMapping& mapping : m_pad_map) { if (mapping == pid) { mapping = -1; } } UpdatePadMapping(); for (PadMapping& mapping : m_wiimote_map) { if (mapping == pid) { mapping = -1; } } UpdateWiimoteMapping(); return 0; }
// called from ---GUI--- thread bool NetPlayServer::StartGame(const std::string &path) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_current_game = Common::Timer::GetTimeMs(); // no change, just update with clients AdjustPadBufferSize(m_target_buffer_size); // tell clients to start game sf::Packet spac; spac << (MessageId)NP_MSG_START_GAME; spac << m_current_game; spac << m_settings.m_CPUthread; spac << m_settings.m_CPUcore; spac << m_settings.m_DSPEnableJIT; spac << m_settings.m_DSPHLE; spac << m_settings.m_WriteToMemcard; spac << m_settings.m_EXIDevice[0]; spac << m_settings.m_EXIDevice[1]; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); m_is_running = true; return true; }
// called from ---GUI--- thread / and ---NETPLAY--- thread void NetPlayServer::SendChatMessage(const std::string& msg) { sf::Packet spac; spac << (MessageId)NP_MSG_CHAT_MESSAGE; spac << (PlayerId)0; // server id always 0 spac << msg; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); }
// called from ---GUI--- thread and ---NETPLAY--- thread void NetPlayServer::AdjustPadBufferSize(unsigned int size) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_target_buffer_size = size; // tell clients to change buffer size sf::Packet spac; spac << (MessageId)NP_MSG_PAD_BUFFER; spac << (u32)m_target_buffer_size; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); }
// called from ---GUI--- thread bool NetPlayServer::ChangeGame(const std::string &game) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_selected_game = game; // send changed game to clients sf::Packet spac; spac << (MessageId)NP_MSG_CHANGE_GAME; spac << game; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); return true; }
// called from ---NETPLAY--- thread void NetPlayServer::ThreadFunc() { while (m_do_loop) { // update pings every so many seconds if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings) { //PanicAlertT("Sending pings"); m_ping_key = Common::Timer::GetTimeMs(); sf::Packet spac; spac << (MessageId)NP_MSG_PING; spac << m_ping_key; std::lock_guard<std::recursive_mutex> lks(m_crit.send); m_ping_timer.Start(); SendToClients(spac); m_update_pings = false; } // check which sockets need attention const unsigned int num = m_selector.Wait(0.01f); for (unsigned int i=0; i<num; ++i) { sf::SocketTCP ready_socket = m_selector.GetSocketReady(i); // listening socket if (ready_socket == m_socket) { sf::SocketTCP accept_socket; m_socket.Accept(accept_socket); unsigned int error; { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); error = OnConnect(accept_socket); } if (error) { sf::Packet spac; spac << (MessageId)error; // don't need to lock, this client isn't in the client map accept_socket.Send(spac); // TODO: not sure if client gets the message if i close right away accept_socket.Close(); } } // client socket else { sf::Packet rpac; switch (ready_socket.Receive(rpac)) { case sf::Socket::Done : // if a bad packet is received, disconnect the client if (0 == OnData(rpac, ready_socket)) break; //case sf::Socket::Disconnected : default : { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); OnDisconnect(ready_socket); break; } } } } } // close listening socket and client sockets { std::map<sf::SocketTCP, Client>::reverse_iterator i = m_players.rbegin(), e = m_players.rend(); for ( ; i!=e; ++i) i->second.socket.Close(); } return; }
// called from ---NETPLAY--- thread unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket) { MessageId mid; packet >> mid; // don't need lock because this is the only thread that modifies the players // only need locks for writes to m_players in this thread Client& player = m_players[socket]; switch (mid) { case NP_MSG_CHAT_MESSAGE : { std::string msg; packet >> msg; // send msg to other clients sf::Packet spac; spac << (MessageId)NP_MSG_CHAT_MESSAGE; spac << player.pid; spac << msg; { std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac, player.pid); } } break; case NP_MSG_PAD_DATA : { // if this is pad data from the last game still being received, ignore it if (player.current_game != m_current_game) break; PadMapping map = 0; int hi, lo; packet >> map >> hi >> lo; // If the data is not from the correct player, // then disconnect them. if (m_pad_map[map] != player.pid) return 1; // Relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_PAD_DATA; spac << map << hi << lo; std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac, player.pid); } break; case NP_MSG_WIIMOTE_DATA : { // if this is wiimote data from the last game still being received, ignore it if (player.current_game != m_current_game) break; PadMapping map = 0; u8 size; packet >> map >> size; u8* data = new u8[size]; for (unsigned int i = 0; i < size; ++i) packet >> data[i]; // If the data is not from the correct player, // then disconnect them. if (m_wiimote_map[map] != player.pid) { delete[] data; return 1; } // relay to clients sf::Packet spac; spac << (MessageId)NP_MSG_WIIMOTE_DATA; spac << map; spac << size; for (unsigned int i = 0; i < size; ++i) spac << data[i]; delete[] data; std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac, player.pid); } break; case NP_MSG_PONG : { const u32 ping = (u32)m_ping_timer.GetTimeElapsed(); u32 ping_key = 0; packet >> ping_key; if (m_ping_key == ping_key) { player.ping = ping; } sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_PING_DATA; spac << player.pid; spac << player.ping; std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); } break; case NP_MSG_START_GAME : { packet >> player.current_game; } break; case NP_MSG_STOP_GAME: { // tell clients to stop game sf::Packet spac; spac << (MessageId)NP_MSG_STOP_GAME; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); m_is_running = false; } break; default : PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid); // unknown message, kick the client return 1; break; } return 0; }
// called from ---NETPLAY--- thread unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket) { sf::Packet rpac; // TODO: make this not hang / check if good packet socket.Receive(rpac); std::string npver; rpac >> npver; // dolphin netplay version if (npver != NETPLAY_VERSION) return CON_ERR_VERSION_MISMATCH; // game is currently running if (m_is_running) return CON_ERR_GAME_RUNNING; // too many players if (m_players.size() >= 255) return CON_ERR_SERVER_FULL; // cause pings to be updated m_update_pings = true; Client player; player.socket = socket; rpac >> player.revision; rpac >> player.name; // give new client first available id player.pid = (PlayerId)(m_players.size() + 1); // try to automatically assign new user a pad for (PadMapping& mapping : m_pad_map) { if (mapping == -1) { mapping = player.pid; break; } } { std::lock_guard<std::recursive_mutex> lks(m_crit.send); // send join message to already connected clients sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_JOIN; spac << player.pid << player.name << player.revision; SendToClients(spac); // send new client success message with their id spac.Clear(); spac << (MessageId)0; spac << player.pid; socket.Send(spac); // send new client the selected game if (m_selected_game != "") { spac.Clear(); spac << (MessageId)NP_MSG_CHANGE_GAME; spac << m_selected_game; socket.Send(spac); } // send the pad buffer value spac.Clear(); spac << (MessageId)NP_MSG_PAD_BUFFER; spac << (u32)m_target_buffer_size; socket.Send(spac); // sync values with new client for (const auto& p : m_players) { spac.Clear(); spac << (MessageId)NP_MSG_PLAYER_JOIN; spac << p.second.pid << p.second.name << p.second.revision; socket.Send(spac); } } // unlock send // add client to the player list { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players[socket] = player; std::lock_guard<std::recursive_mutex> lks(m_crit.send); UpdatePadMapping(); // sync pad mappings with everyone UpdateWiimoteMapping(); } // add client to selector/ used for receiving m_selector.Add(socket); return 0; }
void MyOwnPage::setConnections(){ connect(fButton,SIGNAL(pressed()),this,SLOT(lks())); }