citra/src/core/announce_multiplayer_session.cpp

116 lines
3.9 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <vector>
#include "announce_multiplayer_session.h"
#include "common/announce_multiplayer_room.h"
#include "common/assert.h"
#include "core/settings.h"
#include "network/network.h"
#ifdef ENABLE_WEB_SERVICE
#include "web_service/announce_room_json.h"
#endif
namespace Core {
// Time between room is announced to web_service
static constexpr std::chrono::seconds announce_time_interval(15);
AnnounceMultiplayerSession::AnnounceMultiplayerSession() : announce(false) {
#ifdef ENABLE_WEB_SERVICE
backend = std::make_unique<WebService::RoomJson>(
Settings::values.announce_multiplayer_room_endpoint_url, Settings::values.citra_username,
Settings::values.citra_token);
#else
backend = std::make_unique<AnnounceMultiplayerRoom::NullBackend>();
#endif
}
void AnnounceMultiplayerSession::Start() {
if (announce_multiplayer_thread) {
Stop();
}
announce_multiplayer_thread =
std::make_unique<std::thread>(&AnnounceMultiplayerSession::AnnounceMultiplayerLoop, this);
}
void AnnounceMultiplayerSession::Stop() {
if (!announce)
return;
announce = false;
// Detaching the loop, to not wait for the sleep to finish. The loop thread will finish soon.
if (announce_multiplayer_thread) {
cv.notify_all();
announce_multiplayer_thread->join();
announce_multiplayer_thread.reset();
backend->Delete();
}
}
AnnounceMultiplayerSession::CallbackHandle AnnounceMultiplayerSession::BindErrorCallback(
std::function<void(const Common::WebResult&)> function) {
std::lock_guard<std::mutex> lock(callback_mutex);
auto handle = std::make_shared<std::function<void(const Common::WebResult&)>>(function);
error_callbacks.insert(handle);
return handle;
}
void AnnounceMultiplayerSession::UnbindErrorCallback(CallbackHandle handle) {
std::lock_guard<std::mutex> lock(callback_mutex);
error_callbacks.erase(handle);
}
AnnounceMultiplayerSession::~AnnounceMultiplayerSession() {
Stop();
}
void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
announce = true;
std::future<Common::WebResult> future;
while (announce) {
std::unique_lock<std::mutex> lock(cv_m);
cv.wait_for(lock, announce_time_interval);
std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
if (!room) {
announce = false;
continue;
}
if (room->GetState() != Network::Room::State::Open) {
announce = false;
continue;
}
Network::RoomInformation room_information = room->GetRoomInformation();
std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
backend->SetRoomInformation(
room_information.uid, room_information.name, room_information.port,
room_information.member_slots, Network::network_version, room->HasPassword(),
room_information.preferred_game, room_information.preferred_game_id);
backend->ClearPlayers();
for (const auto& member : memberlist) {
backend->AddPlayer(member.nickname, member.mac_address, member.game_info.id,
member.game_info.name);
}
future = backend->Announce();
if (future.valid()) {
Common::WebResult result = future.get();
if (result.result_code != Common::WebResult::Code::Success) {
std::lock_guard<std::mutex> lock(callback_mutex);
for (auto callback : error_callbacks) {
(*callback)(result);
}
}
}
}
}
std::future<AnnounceMultiplayerRoom::RoomList> AnnounceMultiplayerSession::GetRoomList(
std::function<void()> func) {
return backend->GetRoomList(func);
}
} // namespace Core