101 lines
No EOL
2.4 KiB
C++
101 lines
No EOL
2.4 KiB
C++
#pragma once
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#include "stdafx.h"
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#include "GameClientConnection.h"
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#include "HandShakeMessage.h"
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#include "InputDataMessage.h"
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#include "MovieDataMessage.h"
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#include "GameInformationMessage.h"
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#include "SaveStateMessage.h"
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#include "Console.h"
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#include "ControlManager.h"
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GameClientConnection::GameClientConnection(shared_ptr<Socket> socket) : GameConnection(socket)
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{
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_controlDevice = ControlManager::GetControlDevice(0);
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ControlManager::BackupControlDevices();
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Console::DisplayMessage(L"Connected to server.");
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SendHandshake();
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}
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GameClientConnection::~GameClientConnection()
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{
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_virtualControllers.clear();
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ControlManager::RestoreControlDevices();
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Console::DisplayMessage(L"Connection to server lost.");
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}
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void GameClientConnection::SendHandshake()
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{
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SendNetMessage(HandShakeMessage());
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}
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void GameClientConnection::InitializeVirtualControllers()
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{
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for(int i = 0; i < 4; i++) {
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_virtualControllers.push_back(unique_ptr<VirtualController>(new VirtualController(i)));
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}
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}
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void GameClientConnection::DisposeVirtualControllers()
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{
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_virtualControllers.clear();
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}
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void GameClientConnection::ProcessMessage(NetMessage* message)
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{
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uint8_t port;
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uint8_t state;
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GameInformationMessage* gameInfo;
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switch(message->Type) {
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case MessageType::SaveState:
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if(_gameLoaded) {
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DisposeVirtualControllers();
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Console::Pause();
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((SaveStateMessage*)message)->LoadState();
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Console::Resume();
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InitializeVirtualControllers();
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}
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break;
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case MessageType::MovieData:
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if(_gameLoaded) {
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port = ((MovieDataMessage*)message)->PortNumber;
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state = ((MovieDataMessage*)message)->InputState;
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_virtualControllers[port]->PushState(state);
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}
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break;
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case MessageType::GameInformation:
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gameInfo = (GameInformationMessage*)message;
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if(gameInfo->ControllerPort != _controllerPort) {
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_controllerPort = gameInfo->ControllerPort;
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Console::DisplayMessage(wstring(L"Connected as player ") + std::to_wstring(_controllerPort + 1));
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}
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DisposeVirtualControllers();
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_gameLoaded = gameInfo->AttemptLoadGame();
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if(gameInfo->Paused) {
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Console::SetFlags(EmulationFlags::Paused);
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} else {
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Console::ClearFlags(EmulationFlags::Paused);
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}
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break;
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}
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}
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void GameClientConnection::SendInput()
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{
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uint8_t inputState = _controlDevice->GetButtonState().ToByte();
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if(_lastInputSent != inputState) {
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SendNetMessage(InputDataMessage(inputState));
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_lastInputSent = inputState;
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}
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} |