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d35693bbbc
* Move Joining state change sooner in the code to prevent an issue where failing to connect multiple times in a row doesn't change the state (as it goes from CouldNotConnect -> CouldNotConnect which doesn't trigger a state changed callback) * Prevent double clicking too fast on a room in the lobby from causing issues * Lobby no longer closes when joining a room
217 lines
7.5 KiB
C++
217 lines
7.5 KiB
C++
// 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 <functional>
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#include <memory>
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#include <string>
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#include <vector>
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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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/// Information about the received WiFi packets.
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/// Acts as our own 802.11 header.
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struct WifiPacket {
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enum class PacketType : u8 {
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Beacon,
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Data,
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Authentication,
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AssociationResponse,
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Deauthentication,
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NodeMap
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};
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PacketType type; ///< The type of 802.11 frame.
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std::vector<u8> data; ///< Raw 802.11 frame data, starting at the management frame header
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/// for management frames.
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MacAddress transmitter_address; ///< Mac address of the transmitter.
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MacAddress destination_address; ///< Mac address of the receiver.
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u8 channel; ///< WiFi channel where this frame was transmitted.
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};
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/// Represents a chat message.
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struct ChatEntry {
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std::string nickname; ///< Nickname of the client who sent this message.
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std::string message; ///< Body of the message.
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};
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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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WrongVersion, ///< The room version is not the same as for this RoomMember
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WrongPassword, ///< The password doesn't match the one from the Room
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CouldNotConnect ///< The room is not responding to a connection attempt
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};
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struct MemberInformation {
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std::string nickname; ///< Nickname of the member.
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GameInfo game_info; ///< Name of the game they're currently playing, or empty if they're
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/// not playing anything.
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MacAddress mac_address; ///< MAC address associated with this member.
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};
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using MemberList = std::vector<MemberInformation>;
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// The handle for the callback functions
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template <typename T>
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using CallbackHandle = std::shared_ptr<std::function<void(const T&)>>;
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/**
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* Unbinds a callback function from the events.
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* @param handle The connection handle to disconnect
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*/
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template <typename T>
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void Unbind(CallbackHandle<T> handle);
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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 information about the members in the room we're currently connected to.
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*/
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const MemberList& GetMemberInformation() const;
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/**
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* Returns the nickname of the RoomMember.
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*/
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const std::string& GetNickname() const;
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/**
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* Returns the MAC address of the RoomMember.
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*/
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const MacAddress& GetMacAddress() const;
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/**
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* Returns information about the room we're currently connected to.
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*/
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RoomInformation GetRoomInformation() 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 server_port = DefaultRoomPort, const u16 client_port = 0,
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const MacAddress& preferred_mac = NoPreferredMac, const std::string& password = "");
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/**
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* Sends a WiFi packet to the room.
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* @param packet The WiFi packet to send.
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*/
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void SendWifiPacket(const WifiPacket& packet);
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/**
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* Sends a chat message to the room.
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* @param message The contents of the message.
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*/
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void SendChatMessage(const std::string& message);
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/**
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* Sends the current game info to the room.
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* @param game_info The game information.
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*/
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void SendGameInfo(const GameInfo& game_info);
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/**
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* Binds a function to an event that will be triggered every time the State of the member
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* changed. The function wil be called every time the event is triggered. The callback function
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* must not bind or unbind a function. Doing so will cause a deadlock
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* @param callback The function to call
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* @return A handle used for removing the function from the registered list
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*/
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CallbackHandle<State> BindOnStateChanged(std::function<void(const State&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a WifiPacket is received.
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* The function wil be called everytime the event is triggered.
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* The callback function must not bind or unbind a function. Doing so will cause a deadlock
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* @param callback The function to call
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* @return A handle used for removing the function from the registered list
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*/
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CallbackHandle<WifiPacket> BindOnWifiPacketReceived(
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std::function<void(const WifiPacket&)> callback);
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/**
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* Binds a function to an event that will be triggered every time the RoomInformation changes.
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* The function wil be called every time the event is triggered.
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* The callback function must not bind or unbind a function. Doing so will cause a deadlock
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* @param callback The function to call
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* @return A handle used for removing the function from the registered list
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*/
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CallbackHandle<RoomInformation> BindOnRoomInformationChanged(
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std::function<void(const RoomInformation&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a ChatMessage is received.
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* The function wil be called every time the event is triggered.
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* The callback function must not bind or unbind a function. Doing so will cause a deadlock
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* @param callback The function to call
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* @return A handle used for removing the function from the registered list
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*/
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CallbackHandle<ChatEntry> BindOnChatMessageRecieved(
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std::function<void(const ChatEntry&)> callback);
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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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static const char* GetStateStr(const RoomMember::State& s) {
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switch (s) {
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case RoomMember::State::Idle:
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return "Idle";
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case RoomMember::State::Error:
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return "Error";
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case RoomMember::State::Joining:
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return "Joining";
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case RoomMember::State::Joined:
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return "Joined";
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case RoomMember::State::LostConnection:
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return "LostConnection";
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case RoomMember::State::NameCollision:
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return "NameCollision";
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case RoomMember::State::MacCollision:
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return "MacCollision";
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case RoomMember::State::WrongVersion:
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return "WrongVersion";
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case RoomMember::State::WrongPassword:
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return "WrongPassword";
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case RoomMember::State::CouldNotConnect:
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return "CouldNotConnect";
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}
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return "Unknown";
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}
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} // namespace Network
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