mirror of
https://github.com/yuzu-emu/yuzu-mainline
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337 lines
12 KiB
C++
337 lines
12 KiB
C++
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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/announce_multiplayer_room.h"
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#include "common/common_types.h"
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#include "common/socket_types.h"
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#include "network/room.h"
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namespace Network {
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using AnnounceMultiplayerRoom::GameInfo;
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using AnnounceMultiplayerRoom::RoomInformation;
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enum class LDNPacketType : u8 {
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Scan,
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ScanResp,
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Connect,
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SyncNetwork,
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Disconnect,
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DestroyNetwork,
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};
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struct LDNPacket {
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LDNPacketType type;
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IPv4Address local_ip;
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IPv4Address remote_ip;
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bool broadcast;
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std::vector<u8> data;
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};
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/// Information about the received proxy packets.
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struct ProxyPacket {
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SockAddrIn local_endpoint;
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SockAddrIn remote_endpoint;
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Protocol protocol;
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bool broadcast;
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std::vector<u8> data;
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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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/// Web services username of the client who sent this message, can be empty.
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std::string username;
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std::string message; ///< Body of the message.
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};
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/// Represents a system status message.
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struct StatusMessageEntry {
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StatusMessageTypes type; ///< Type of the message
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/// Subject of the message. i.e. the user who is joining/leaving/being banned, etc.
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std::string nickname;
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std::string username;
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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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Uninitialized, ///< Not initialized
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Idle, ///< Default state (i.e. not connected)
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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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Moderator, ///< The client is connected to the room and is granted mod permissions.
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};
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enum class Error : u8 {
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// Reasons why connection was closed
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LostConnection, ///< Connection closed
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HostKicked, ///< Kicked by the host
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// Reasons why connection was rejected
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UnknownError, ///< Some error [permissions to network device missing or something]
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NameCollision, ///< Somebody is already using this name
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IpCollision, ///< Somebody is already using that fake-ip-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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RoomIsFull, ///< Room is already at the maximum number of players
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HostBanned, ///< The user is banned by the host
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// Reasons why moderation request failed
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PermissionDenied, ///< The user does not have mod permissions
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NoSuchUser, ///< The nickname the user attempts to kick/ban does not exist
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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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std::string username; ///< The web services username of the member. Can be empty.
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std::string display_name; ///< The web services display name of the member. Can be empty.
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std::string avatar_url; ///< Url to the member's avatar. Can be empty.
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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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IPv4Address fake_ip; ///< Fake Ip 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 username of the RoomMember.
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*/
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const std::string& GetUsername() 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 IPv4Address& GetFakeIpAddress() 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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*/
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void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
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u16 server_port = DefaultRoomPort, u16 client_port = 0,
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const IPv4Address& preferred_fake_ip = NoPreferredIP,
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const std::string& password = "", const std::string& token = "");
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/**
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* Sends a Proxy packet to the room.
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* @param packet The WiFi packet to send.
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*/
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void SendProxyPacket(const ProxyPacket& packet);
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/**
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* Sends an LDN packet to the room.
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* @param packet The WiFi packet to send.
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*/
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void SendLdnPacket(const LDNPacket& 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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* Sends a moderation request to the room.
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* @param type Moderation request type.
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* @param nickname The subject of the request. (i.e. the user you want to kick/ban)
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*/
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void SendModerationRequest(RoomMessageTypes type, const std::string& nickname);
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/**
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* Attempts to retrieve ban list from the room.
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* If success, the ban list callback would be called. Otherwise an error would be emitted.
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*/
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void RequestBanList();
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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 will 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 an error happened. The
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* function will be called every time the event is triggered. The callback function must not
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* 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<Error> BindOnError(std::function<void(const Error&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a ProxyPacket is received.
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* The function will 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<ProxyPacket> BindOnProxyPacketReceived(
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std::function<void(const ProxyPacket&)> callback);
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/**
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* Binds a function to an event that will be triggered every time an LDNPacket is received.
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* The function will 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<LDNPacket> BindOnLdnPacketReceived(
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std::function<void(const LDNPacket&)> 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 will 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 will 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> BindOnChatMessageReceived(
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std::function<void(const ChatEntry&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a StatusMessage is
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* received. The function will be called every time the event is triggered. The callback
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* 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<StatusMessageEntry> BindOnStatusMessageReceived(
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std::function<void(const StatusMessageEntry&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a requested ban list
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* received. The function will be called every time the event is triggered. The callback
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* 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<Room::BanList> BindOnBanListReceived(
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std::function<void(const Room::BanList&)> 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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inline const char* GetStateStr(const RoomMember::State& s) {
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switch (s) {
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case RoomMember::State::Uninitialized:
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return "Uninitialized";
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case RoomMember::State::Idle:
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return "Idle";
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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::Moderator:
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return "Moderator";
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}
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return "Unknown";
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}
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inline const char* GetErrorStr(const RoomMember::Error& e) {
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switch (e) {
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case RoomMember::Error::LostConnection:
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return "LostConnection";
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case RoomMember::Error::HostKicked:
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return "HostKicked";
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case RoomMember::Error::UnknownError:
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return "UnknownError";
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case RoomMember::Error::NameCollision:
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return "NameCollision";
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case RoomMember::Error::IpCollision:
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return "IpCollision";
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case RoomMember::Error::WrongVersion:
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return "WrongVersion";
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case RoomMember::Error::WrongPassword:
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return "WrongPassword";
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case RoomMember::Error::CouldNotConnect:
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return "CouldNotConnect";
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case RoomMember::Error::RoomIsFull:
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return "RoomIsFull";
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case RoomMember::Error::HostBanned:
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return "HostBanned";
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case RoomMember::Error::PermissionDenied:
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return "PermissionDenied";
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case RoomMember::Error::NoSuchUser:
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return "NoSuchUser";
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default:
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return "Unknown";
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}
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}
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} // namespace Network
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