Mesen-X/Core/GameServerConnection.cpp

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#pragma once
#include "stdafx.h"
#include "GameServerConnection.h"
#include "HandShakeMessage.h"
#include "InputDataMessage.h"
#include "MovieDataMessage.h"
#include "GameInformationMessage.h"
#include "SaveStateMessage.h"
#include "Console.h"
#include "ControlManager.h"
void GameServerConnection::ProcessMessage(NetMessage* message)
{
switch(message->Type) {
case MessageType::HandShake:
//Send the game's current state to the client and register the controller
if(((HandShakeMessage*)message)->IsValid()) {
SendGameInformation();
SendGameState();
}
break;
case MessageType::InputData:
uint8_t state = ((InputDataMessage*)message)->InputState;
if(_inputData.size() == 0 || state != _inputData.back()) {
_inputData.push_back(state);
}
break;
}
}
GameServerConnection::GameServerConnection(shared_ptr<Socket> socket, int controllerPort, IGameBroadcaster* gameBroadcaster) : GameConnection(socket)
{
//Server-side connection
_gameBroadcaster = gameBroadcaster;
_controllerPort = controllerPort;
Console::DisplayMessage(L"Player " + std::to_wstring(_controllerPort+1) + L" connected.");
ControlManager::BackupControlDevices();
}
GameServerConnection::~GameServerConnection()
{
Console::DisplayMessage(L"Player " + std::to_wstring(_controllerPort+1) + L" disconnected.");
ControlManager::RestoreControlDevices();
}
void GameServerConnection::SendGameState()
{
Console::Pause();
stringstream state;
Console::SaveState(state);
_handshakeCompleted = true;
ControlManager::RegisterControlDevice(this, _controllerPort);
Console::Resume();
uint32_t size = (uint32_t)state.tellp();
char* buffer = new char[size];
state.read(buffer, size);
SendNetMessage(SaveStateMessage(buffer, size));
delete[] buffer;
}
void GameServerConnection::SendGameInformation()
{
SendNetMessage(GameInformationMessage(Console::GetROMPath(), _controllerPort));
}
void GameServerConnection::SendMovieData(uint8_t state, uint8_t port)
{
if(_handshakeCompleted) {
SendNetMessage(MovieDataMessage(state, port));
}
}
ButtonState GameServerConnection::GetButtonState()
{
ButtonState state;
uint32_t inputBufferSize = _inputData.size();
uint8_t stateData = 0;
if(inputBufferSize > 0) {
stateData = _inputData.front();
if(inputBufferSize > 1) {
//Always keep the last one the client sent, it will be used until a new one is received
_inputData.pop_front();
}
}
state.FromByte(stateData);
return state;
}