Implement basic virtual Room support based on enet (#2803)
* Added support for network with ENet lib, connecting is possible, but data can't be sent, yet. * fixup! Added support for network with ENet lib, * fixup! CLang * fixup! Added support for network with ENet lib, * fixup! Added support for network with ENet lib, * fixup! Clang format * More fixups! * Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Clang again * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classesmaster
parent
22e7402ab1
commit
2e37ce01c9
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Subproject commit 9d9ba122d4818f7ae1aef2197933ac696edb2331
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set(SRCS
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network.cpp
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room.cpp
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room_member.cpp
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)
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set(HEADERS
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network.h
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room.h
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room_member.h
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)
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create_directory_groups(${SRCS} ${HEADERS})
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add_library(network STATIC ${SRCS} ${HEADERS})
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target_link_libraries(network PRIVATE common enet)
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "enet/enet.h"
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#include "network/network.h"
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namespace Network {
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static std::shared_ptr<RoomMember> g_room_member; ///< RoomMember (Client) for network games
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static std::shared_ptr<Room> g_room; ///< Room (Server) for network games
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// TODO(B3N30): Put these globals into a networking class
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bool Init() {
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if (enet_initialize() != 0) {
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LOG_ERROR(Network, "Error initalizing ENet");
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return false;
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}
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g_room = std::make_shared<Room>();
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g_room_member = std::make_shared<RoomMember>();
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LOG_DEBUG(Network, "initialized OK");
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return true;
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}
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std::weak_ptr<Room> GetRoom() {
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return g_room;
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}
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std::weak_ptr<RoomMember> GetRoomMember() {
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return g_room_member;
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}
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void Shutdown() {
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if (g_room_member) {
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if (g_room_member->IsConnected())
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g_room_member->Leave();
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g_room_member.reset();
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}
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if (g_room) {
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if (g_room->GetState() == Room::State::Open)
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g_room->Destroy();
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g_room.reset();
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}
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enet_deinitialize();
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LOG_DEBUG(Network, "shutdown OK");
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}
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} // namespace Network
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "network/room.h"
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#include "network/room_member.h"
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namespace Network {
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/// Initializes and registers the network device, the room, and the room member.
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bool Init();
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/// Returns a pointer to the room handle
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std::weak_ptr<Room> GetRoom();
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/// Returns a pointer to the room member handle
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std::weak_ptr<RoomMember> GetRoomMember();
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/// Unregisters the network device, the room, and the room member and shut them down.
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void Shutdown();
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} // namespace Network
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "enet/enet.h"
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#include "network/room.h"
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namespace Network {
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/// Maximum number of concurrent connections allowed to this room.
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static constexpr u32 MaxConcurrentConnections = 10;
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class Room::RoomImpl {
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public:
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ENetHost* server = nullptr; ///< Network interface.
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std::atomic<State> state{State::Closed}; ///< Current state of the room.
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RoomInformation room_information; ///< Information about this room.
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};
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Room::Room() : room_impl{std::make_unique<RoomImpl>()} {}
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Room::~Room() = default;
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void Room::Create(const std::string& name, const std::string& server_address, u16 server_port) {
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ENetAddress address;
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address.host = ENET_HOST_ANY;
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enet_address_set_host(&address, server_address.c_str());
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address.port = server_port;
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room_impl->server = enet_host_create(&address, MaxConcurrentConnections, NumChannels, 0, 0);
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// TODO(B3N30): Allow specifying the maximum number of concurrent connections.
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room_impl->state = State::Open;
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room_impl->room_information.name = name;
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room_impl->room_information.member_slots = MaxConcurrentConnections;
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// TODO(B3N30): Start the receiving thread
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}
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Room::State Room::GetState() const {
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return room_impl->state;
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}
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const RoomInformation& Room::GetRoomInformation() const {
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return room_impl->room_information;
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}
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void Room::Destroy() {
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room_impl->state = State::Closed;
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// TODO(B3n30): Join the receiving thread
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if (room_impl->server) {
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enet_host_destroy(room_impl->server);
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}
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room_impl->room_information = {};
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room_impl->server = nullptr;
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}
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} // namespace Network
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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#include <string>
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#include "common/common_types.h"
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namespace Network {
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constexpr u16 DefaultRoomPort = 1234;
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constexpr size_t NumChannels = 1; // Number of channels used for the connection
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struct RoomInformation {
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std::string name; ///< Name of the server
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u32 member_slots; ///< Maximum number of members in this room
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};
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/// This is what a server [person creating a server] would use.
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class Room final {
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public:
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enum class State : u8 {
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Open, ///< The room is open and ready to accept connections.
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Closed, ///< The room is not opened and can not accept connections.
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};
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Room();
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~Room();
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/**
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* Gets the current state of the room.
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*/
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State GetState() const;
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/**
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* Gets the room information of the room.
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*/
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const RoomInformation& GetRoomInformation() const;
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/**
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* Creates the socket for this room. Will bind to default address if
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* server is empty string.
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*/
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void Create(const std::string& name, const std::string& server = "",
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u16 server_port = DefaultRoomPort);
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/**
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* Destroys the socket
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*/
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void Destroy();
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private:
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class RoomImpl;
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std::unique_ptr<RoomImpl> room_impl;
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};
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} // namespace Network
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "enet/enet.h"
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#include "network/room_member.h"
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namespace Network {
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constexpr u32 ConnectionTimeoutMs = 5000;
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class RoomMember::RoomMemberImpl {
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public:
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ENetHost* client = nullptr; ///< ENet network interface.
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ENetPeer* server = nullptr; ///< The server peer the client is connected to
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std::atomic<State> state{State::Idle}; ///< Current state of the RoomMember.
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std::string nickname; ///< The nickname of this member.
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};
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RoomMember::RoomMember() : room_member_impl{std::make_unique<RoomMemberImpl>()} {
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room_member_impl->client = enet_host_create(nullptr, 1, NumChannels, 0, 0);
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ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
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}
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RoomMember::~RoomMember() {
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ASSERT_MSG(!IsConnected(), "RoomMember is being destroyed while connected");
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enet_host_destroy(room_member_impl->client);
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}
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RoomMember::State RoomMember::GetState() const {
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return room_member_impl->state;
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}
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void RoomMember::Join(const std::string& nick, const char* server_addr, u16 server_port,
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u16 client_port) {
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ENetAddress address{};
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enet_address_set_host(&address, server_addr);
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address.port = server_port;
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room_member_impl->server =
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enet_host_connect(room_member_impl->client, &address, NumChannels, 0);
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if (!room_member_impl->server) {
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room_member_impl->state = State::Error;
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return;
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}
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ENetEvent event{};
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int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
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if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
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room_member_impl->nickname = nick;
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room_member_impl->state = State::Joining;
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// TODO(B3N30): Send a join request with the nickname to the server
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// TODO(B3N30): Start the receive thread
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} else {
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room_member_impl->state = State::CouldNotConnect;
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}
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}
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bool RoomMember::IsConnected() const {
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return room_member_impl->state == State::Joining || room_member_impl->state == State::Joined;
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}
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void RoomMember::Leave() {
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enet_peer_disconnect(room_member_impl->server, 0);
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room_member_impl->state = State::Idle;
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// TODO(B3N30): Close the receive thread
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enet_peer_reset(room_member_impl->server);
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}
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} // namespace Network
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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#include <string>
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#include "common/common_types.h"
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#include "network/room.h"
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namespace Network {
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/**
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* This is what a client [person joining a server] would use.
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* It also has to be used if you host a game yourself (You'd create both, a Room and a
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* RoomMembership for yourself)
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*/
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class RoomMember final {
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public:
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enum class State : u8 {
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Idle, ///< Default state
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Error, ///< Some error [permissions to network device missing or something]
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Joining, ///< The client is attempting to join a room.
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Joined, ///< The client is connected to the room and is ready to send/receive packets.
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LostConnection, ///< Connection closed
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// Reasons why connection was rejected
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NameCollision, ///< Somebody is already using this name
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MacCollision, ///< Somebody is already using that mac-address
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CouldNotConnect ///< The room is not responding to a connection attempt
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};
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RoomMember();
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~RoomMember();
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/**
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* Returns the status of our connection to the room.
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*/
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State GetState() const;
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/**
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* Returns whether we're connected to a server or not.
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*/
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bool IsConnected() const;
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/**
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* Attempts to join a room at the specified address and port, using the specified nickname.
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* This may fail if the username is already taken.
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*/
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void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
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const u16 serverPort = DefaultRoomPort, const u16 clientPort = 0);
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/**
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* Leaves the current room.
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*/
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void Leave();
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private:
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class RoomMemberImpl;
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std::unique_ptr<RoomMemberImpl> room_member_impl;
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};
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} // namespace Network
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