Mesen2/Core/Netplay/GameClientConnection.cpp

274 lines
No EOL
7.2 KiB
C++

#include "pch.h"
#include "Netplay/GameClientConnection.h"
#include "Netplay/HandShakeMessage.h"
#include "Netplay/InputDataMessage.h"
#include "Netplay/MovieDataMessage.h"
#include "Netplay/GameInformationMessage.h"
#include "Netplay/SaveStateMessage.h"
#include "Netplay/ClientConnectionData.h"
#include "Netplay/SelectControllerMessage.h"
#include "Netplay/PlayerListMessage.h"
#include "Netplay/ForceDisconnectMessage.h"
#include "Netplay/ServerInformationMessage.h"
#include "Netplay/GameServer.h"
#include "Shared/BaseControlManager.h"
#include "Shared/Emulator.h"
#include "Shared/EmuSettings.h"
#include "Shared/NotificationManager.h"
#include "Shared/RomFinder.h"
GameClientConnection::GameClientConnection(Emulator* emu, unique_ptr<Socket> socket, ClientConnectionData &connectionData) : GameConnection(emu, std::move(socket))
{
_connectionData = connectionData;
_shutdown = false;
_enableControllers = false;
_minimumQueueSize = 3;
_controllerType = ControllerType::None;
MessageManager::DisplayMessage("NetPlay", "ConnectedToServer");
}
GameClientConnection::~GameClientConnection()
{
Shutdown();
}
void GameClientConnection::Shutdown()
{
if(!_shutdown) {
_shutdown = true;
DisableControllers();
_emu->UnregisterInputProvider(this);
MessageManager::DisplayMessage("NetPlay", "ConnectionLost");
_emu->GetSettings()->ClearFlag(EmulationFlags::MaximumSpeed);
}
Disconnect();
}
void GameClientConnection::SendHandshake()
{
HandShakeMessage message(HandShakeMessage::GetPasswordHash(_connectionData.Password, _serverSalt), _connectionData.Spectator, _emu->GetSettings()->GetVersion());
SendNetMessage(message);
}
void GameClientConnection::SendControllerSelection(NetplayControllerInfo controller)
{
SelectControllerMessage message(controller);
SendNetMessage(message);
}
void GameClientConnection::ClearInputData()
{
LockHandler lock = _writeLock.AcquireSafe();
for(int i = 0; i < BaseControlDevice::PortCount; i++) {
_inputSize[i] = 0;
_inputData[i].clear();
}
}
void GameClientConnection::ProcessMessage(NetMessage* message)
{
GameInformationMessage* gameInfo;
switch(message->GetType()) {
case MessageType::ServerInformation:
_serverSalt = ((ServerInformationMessage*)message)->GetHashSalt();
SendHandshake();
break;
case MessageType::SaveState:
if(_gameLoaded) {
DisableControllers();
auto lock = _emu->AcquireLock();
ClearInputData();
((SaveStateMessage*)message)->LoadState(_emu);
_enableControllers = true;
InitControlDevice();
}
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();
{
auto lock = _emu->AcquireLock();
gameInfo = (GameInformationMessage*)message;
if(gameInfo->GetPort().Port != _controllerPort.Port || gameInfo->GetPort().SubPort != _controllerPort.SubPort) {
_controllerPort = gameInfo->GetPort();
}
ClearInputData();
}
_gameLoaded = AttemptLoadGame(gameInfo->GetRomFilename(), gameInfo->GetCrc32());
if(!_gameLoaded) {
_emu->Stop(true);
} else {
_emu->UnregisterInputProvider(this);
_emu->RegisterInputProvider(this);
if(gameInfo->IsPaused()) {
_emu->Pause();
} else {
_emu->Resume();
}
}
break;
default:
break;
}
}
bool GameClientConnection::AttemptLoadGame(string filename, uint32_t crc32)
{
if(filename.size() > 0) {
if(!RomFinder::LoadMatchingRom(_emu, filename, crc32)) {
MessageManager::DisplayMessage("NetPlay", "CouldNotFindRom", filename);
return false;
} else {
return true;
}
}
return false;
}
void GameClientConnection::PushControllerState(uint8_t port, ControlDeviceState 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())
_enableControllers = false;
ClearInputData();
for(int i = 0; i < BaseControlDevice::PortCount; i++) {
_waitForInput[i].Signal();
}
}
bool GameClientConnection::SetInput(BaseControlDevice *device)
{
if(_enableControllers) {
uint8_t port = device->GetPort();
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 true;
}
}
LockHandler lock = _writeLock.AcquireSafe();
if(_shutdown || !_enableControllers || _inputSize[port] == 0) {
return true;
}
ControlDeviceState state = _inputData[port].front();
_inputData[port].pop_front();
_inputSize[port]--;
if(_inputData[port].size() > _minimumQueueSize) {
//Too much data, catch up
_emu->GetSettings()->SetFlag(EmulationFlags::MaximumSpeed);
} else {
_emu->GetSettings()->ClearFlag(EmulationFlags::MaximumSpeed);
}
device->SetRawState(state);
}
return true;
}
void GameClientConnection::InitControlDevice()
{
shared_ptr<IConsole> console = _emu->GetConsole();
if(!console) {
return;
}
BaseControlManager* controlManager = console->GetControlManager();
shared_ptr<BaseControlDevice> device = controlManager->GetControlDevice(_controllerPort.Port, _controllerPort.SubPort);
if(device) {
_controllerType = device->GetControllerType();
} else {
_controllerType = ControllerType::None;
}
}
void GameClientConnection::ProcessNotification(ConsoleNotificationType type, void* parameter)
{
if(type == ConsoleNotificationType::ConfigChanged) {
InitControlDevice();
} else if(type == ConsoleNotificationType::GameLoaded) {
_emu->RegisterInputProvider(this);
}
}
void GameClientConnection::SendInput()
{
if(_gameLoaded) {
if(!_controlDevice || _controllerType != _controlDevice->GetControllerType()) {
//Pretend we are using port 0 (to use player 1's keybindings during netplay)
shared_ptr<IConsole> console = _emu->GetConsole();
if(!console) {
return;
}
_controlDevice = console->GetControlManager()->CreateControllerDevice(_controllerType, 0);
}
ControlDeviceState inputState;
if(_controlDevice) {
_controlDevice->SetStateFromInput();
inputState = _controlDevice->GetRawState();
}
if(_lastInputSent != inputState) {
InputDataMessage message(inputState);
SendNetMessage(message);
_lastInputSent = inputState;
}
}
}
void GameClientConnection::SelectController(NetplayControllerInfo controller)
{
SendControllerSelection(controller);
}
vector<NetplayControllerUsageInfo> GameClientConnection::GetControllerList()
{
return GameServer::GetControllerList(_emu, _playerList);
}
NetplayControllerInfo GameClientConnection::GetControllerPort()
{
return _controllerPort;
}