citra/src/network/room.h

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
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#include <array>
#include <memory>
#include <string>
#include <vector>
#include "common/common_types.h"
#include "network/verify_user.h"
namespace Network {
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constexpr u32 network_version = 4; ///< The version of this Room and RoomMember
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constexpr u16 DefaultRoomPort = 24872;
constexpr u32 MaxMessageSize = 500;
/// Maximum number of concurrent connections allowed to this room.
static constexpr u32 MaxConcurrentConnections = 254;
constexpr std::size_t NumChannels = 1; // Number of channels used for the connection
struct RoomInformation {
std::string name; ///< Name of the server
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std::string description; ///< Server description
u32 member_slots; ///< Maximum number of members in this room
u16 port; ///< The port of this room
std::string preferred_game; ///< Game to advertise that you want to play
u64 preferred_game_id; ///< Title ID for the advertised game
};
struct GameInfo {
std::string name{""};
u64 id{0};
};
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using MacAddress = std::array<u8, 6>;
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/// A special MAC address that tells the room we're joining to assign us a MAC address
/// automatically.
constexpr MacAddress NoPreferredMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
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// 802.11 broadcast MAC address
constexpr MacAddress BroadcastMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
// The different types of messages that can be sent. The first byte of each packet defines the type
enum RoomMessageTypes : u8 {
IdJoinRequest = 1,
IdJoinSuccess,
IdRoomInformation,
IdSetGameInfo,
IdWifiPacket,
IdChatMessage,
IdNameCollision,
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IdMacCollision,
IdVersionMismatch,
IdWrongPassword,
IdCloseRoom,
IdRoomIsFull,
IdConsoleIdCollision,
IdStatusMessage,
};
/// Types of system status messages
enum StatusMessageTypes : u8 {
IdMemberJoin = 1, ///< Member joining
IdMemberLeave, ///< Member leaving
};
/// This is what a server [person creating a server] would use.
class Room final {
public:
enum class State : u8 {
Open, ///< The room is open and ready to accept connections.
Closed, ///< The room is not opened and can not accept connections.
};
struct Member {
std::string nickname; ///< The nickname of the member.
std::string username; ///< The web services username of the member. Can be empty.
std::string display_name; ///< The web services display name of the member. Can be empty.
std::string avatar_url; ///< Url to the member's avatar. Can be empty.
GameInfo game_info; ///< The current game of the member
MacAddress mac_address; ///< The assigned mac address of the member.
};
Room();
~Room();
/**
* Gets the current state of the room.
*/
State GetState() const;
/**
* Gets the room information of the room.
*/
const RoomInformation& GetRoomInformation() const;
/**
* Gets the verify UID of this room.
*/
std::string GetVerifyUID() const;
/**
* Gets a list of the mbmers connected to the room.
*/
std::vector<Member> GetRoomMemberList() const;
/**
* Checks if the room is password protected
*/
bool HasPassword() const;
/**
* Creates the socket for this room. Will bind to default address if
* server is empty string.
*/
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bool Create(const std::string& name, const std::string& description = "",
const std::string& server = "", u16 server_port = DefaultRoomPort,
const std::string& password = "",
const u32 max_connections = MaxConcurrentConnections,
const std::string& preferred_game = "", u64 preferred_game_id = 0,
std::unique_ptr<VerifyUser::Backend> verify_backend = nullptr);
/**
* Sets the verification GUID of the room.
*/
void SetVerifyUID(const std::string& uid);
/**
* Destroys the socket
*/
void Destroy();
private:
class RoomImpl;
std::unique_ptr<RoomImpl> room_impl;
};
} // namespace Network