Mesen-SX/Core/GameClientConnection.cpp
2020-12-19 23:30:09 +03:00

315 lines
7.3 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 "EmuSettings.h"
#include "ControlManager.h"
#include "ClientConnectionData.h"
#include "SnesController.h"
#include "SelectControllerMessage.h"
#include "PlayerListMessage.h"
#include "ForceDisconnectMessage.h"
#include "ServerInformationMessage.h"
#include "NotificationManager.h"
#include "RomFinder.h"
GameClientConnection::GameClientConnection(shared_ptr<Console> console, shared_ptr<Socket> socket,
ClientConnectionData& connectionData) : GameConnection(console, socket)
{
_connectionData = connectionData;
_shutdown = false;
_enableControllers = false;
_minimumQueueSize = 3;
MessageManager::DisplayMessage("NetPlay", "ConnectedToServer");
}
GameClientConnection::~GameClientConnection()
{
Shutdown();
}
void GameClientConnection::Shutdown()
{
if (!_shutdown)
{
_shutdown = true;
DisableControllers();
shared_ptr<ControlManager> controlManager = _console->GetControlManager();
if (controlManager)
{
controlManager->UnregisterInputProvider(this);
}
MessageManager::DisplayMessage("NetPlay", "ConnectionLost");
_console->GetSettings()->ClearFlag(EmulationFlags::MaximumSpeed);
}
}
void GameClientConnection::SendHandshake()
{
HandShakeMessage message(_connectionData.PlayerName,
HandShakeMessage::GetPasswordHash(_connectionData.Password, _serverSalt),
_connectionData.Spectator, _console->GetSettings()->GetVersion());
SendNetMessage(message);
}
void GameClientConnection::SendControllerSelection(uint8_t port)
{
SelectControllerMessage message(port);
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();
_console->Lock();
ClearInputData();
((SaveStateMessage*)message)->LoadState(_console);
_enableControllers = true;
InitControlDevice();
_console->Unlock();
}
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->Lock();
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();
_console->Unlock();
_gameLoaded = AttemptLoadGame(gameInfo->GetRomFilename(), gameInfo->GetSha1Hash());
if (!_gameLoaded)
{
_console->Stop(true);
}
else
{
_console->GetControlManager()->UnregisterInputProvider(this);
_console->GetControlManager()->RegisterInputProvider(this);
if (gameInfo->IsPaused())
{
_console->Pause();
}
else
{
_console->Resume();
}
}
break;
default:
break;
}
}
bool GameClientConnection::AttemptLoadGame(string filename, string sha1Hash)
{
if (filename.size() > 0)
{
if (!RomFinder::LoadMatchingRom(_console.get(), filename, sha1Hash))
{
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
_console->GetSettings()->SetFlag(EmulationFlags::MaximumSpeed);
}
else
{
_console->GetSettings()->ClearFlag(EmulationFlags::MaximumSpeed);
}
device->SetRawState(state);
}
return true;
}
void GameClientConnection::InitControlDevice()
{
//Pretend we are using port 0 (to use player 1's keybindings during netplay)
_newControlDevice = ControlManager::CreateControllerDevice(
_console->GetSettings()->GetInputConfig().Controllers[_controllerPort].Type, 0, _console.get());
}
void GameClientConnection::ProcessNotification(ConsoleNotificationType type, void* parameter)
{
if (type == ConsoleNotificationType::ConfigChanged)
{
InitControlDevice();
}
else if (type == ConsoleNotificationType::GameLoaded)
{
_console->GetControlManager()->RegisterInputProvider(this);
}
}
void GameClientConnection::SendInput()
{
if (_gameLoaded)
{
if (_newControlDevice)
{
_controlDevice = _newControlDevice;
_newControlDevice.reset();
}
ControlDeviceState inputState;
if (_controlDevice)
{
_controlDevice->SetStateFromInput();
inputState = _controlDevice->GetRawState();
}
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 = (1 << BaseControlDevice::PortCount) - 1;
for (PlayerInfo& playerInfo : _playerList)
{
if (playerInfo.ControllerPort < BaseControlDevice::PortCount)
{
availablePorts &= ~(1 << playerInfo.ControllerPort);
}
}
return availablePorts;
}
uint8_t GameClientConnection::GetControllerPort()
{
return _controllerPort;
}