示例#1
0
// 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;
}
示例#2
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;
}
示例#3
0
// 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);
}
示例#4
0
// 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);
}
示例#5
0
// 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;
}
示例#6
0
// 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;
}
示例#7
0
// 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;
}
示例#8
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;
}
示例#9
0
void MyOwnPage::setConnections(){
    connect(fButton,SIGNAL(pressed()),this,SLOT(lks()));
}