Mesen-X/Core/GameClientConnection.cpp

101 lines
No EOL
2.4 KiB
C++

#pragma once
#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 "ControlManager.h"
GameClientConnection::GameClientConnection(shared_ptr<Socket> socket) : GameConnection(socket)
{
_controlDevice = ControlManager::GetControlDevice(0);
ControlManager::BackupControlDevices();
Console::DisplayMessage(L"Connected to server.");
SendHandshake();
}
GameClientConnection::~GameClientConnection()
{
_virtualControllers.clear();
ControlManager::RestoreControlDevices();
Console::DisplayMessage(L"Connection to server lost.");
}
void GameClientConnection::SendHandshake()
{
SendNetMessage(HandShakeMessage());
}
void GameClientConnection::InitializeVirtualControllers()
{
for(int i = 0; i < 4; i++) {
_virtualControllers.push_back(unique_ptr<VirtualController>(new VirtualController(i)));
}
}
void GameClientConnection::DisposeVirtualControllers()
{
_virtualControllers.clear();
}
void GameClientConnection::ProcessMessage(NetMessage* message)
{
uint8_t port;
uint8_t state;
GameInformationMessage* gameInfo;
switch(message->Type) {
case MessageType::SaveState:
if(_gameLoaded) {
DisposeVirtualControllers();
Console::Pause();
((SaveStateMessage*)message)->LoadState();
Console::Resume();
InitializeVirtualControllers();
}
break;
case MessageType::MovieData:
if(_gameLoaded) {
port = ((MovieDataMessage*)message)->PortNumber;
state = ((MovieDataMessage*)message)->InputState;
_virtualControllers[port]->PushState(state);
}
break;
case MessageType::GameInformation:
gameInfo = (GameInformationMessage*)message;
if(gameInfo->ControllerPort != _controllerPort) {
_controllerPort = gameInfo->ControllerPort;
Console::DisplayMessage(wstring(L"Connected as player ") + std::to_wstring(_controllerPort + 1));
}
DisposeVirtualControllers();
_gameLoaded = gameInfo->AttemptLoadGame();
if(gameInfo->Paused) {
Console::SetFlags(EmulationFlags::Paused);
} else {
Console::ClearFlags(EmulationFlags::Paused);
}
break;
}
}
void GameClientConnection::SendInput()
{
uint8_t inputState = _controlDevice->GetButtonState().ToByte();
if(_lastInputSent != inputState) {
SendNetMessage(InputDataMessage(inputState));
_lastInputSent = inputState;
}
}