yuzu-mainline/src/network/room_member.h
2024-01-15 23:26:53 +00:00

337 lines
12 KiB
C++

// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include "common/announce_multiplayer_room.h"
#include "common/common_types.h"
#include "common/socket_types.h"
#include "network/room.h"
namespace Network {
using AnnounceMultiplayerRoom::GameInfo;
using AnnounceMultiplayerRoom::RoomInformation;
enum class LDNPacketType : u8 {
Scan,
ScanResp,
Connect,
SyncNetwork,
Disconnect,
DestroyNetwork,
};
struct LDNPacket {
LDNPacketType type;
IPv4Address local_ip;
IPv4Address remote_ip;
bool broadcast;
std::vector<u8> data;
};
/// Information about the received proxy packets.
struct ProxyPacket {
SockAddrIn local_endpoint;
SockAddrIn remote_endpoint;
Protocol protocol;
bool broadcast;
std::vector<u8> data;
};
/// Represents a chat message.
struct ChatEntry {
std::string nickname; ///< Nickname of the client who sent this message.
/// Web services username of the client who sent this message, can be empty.
std::string username;
std::string message; ///< Body of the message.
};
/// Represents a system status message.
struct StatusMessageEntry {
StatusMessageTypes type; ///< Type of the message
/// Subject of the message. i.e. the user who is joining/leaving/being banned, etc.
std::string nickname;
std::string username;
};
/**
* This is what a client [person joining a server] would use.
* It also has to be used if you host a game yourself (You'd create both, a Room and a
* RoomMembership for yourself)
*/
class RoomMember final {
public:
enum class State : u8 {
Uninitialized, ///< Not initialized
Idle, ///< Default state (i.e. not connected)
Joining, ///< The client is attempting to join a room.
Joined, ///< The client is connected to the room and is ready to send/receive packets.
Moderator, ///< The client is connected to the room and is granted mod permissions.
};
enum class Error : u8 {
// Reasons why connection was closed
LostConnection, ///< Connection closed
HostKicked, ///< Kicked by the host
// Reasons why connection was rejected
UnknownError, ///< Some error [permissions to network device missing or something]
NameCollision, ///< Somebody is already using this name
IpCollision, ///< Somebody is already using that fake-ip-address
WrongVersion, ///< The room version is not the same as for this RoomMember
WrongPassword, ///< The password doesn't match the one from the Room
CouldNotConnect, ///< The room is not responding to a connection attempt
RoomIsFull, ///< Room is already at the maximum number of players
HostBanned, ///< The user is banned by the host
// Reasons why moderation request failed
PermissionDenied, ///< The user does not have mod permissions
NoSuchUser, ///< The nickname the user attempts to kick/ban does not exist
};
struct MemberInformation {
std::string nickname; ///< 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; ///< Name of the game they're currently playing, or empty if they're
/// not playing anything.
IPv4Address fake_ip; ///< Fake Ip address associated with this member.
};
using MemberList = std::vector<MemberInformation>;
// The handle for the callback functions
template <typename T>
using CallbackHandle = std::shared_ptr<std::function<void(const T&)>>;
/**
* Unbinds a callback function from the events.
* @param handle The connection handle to disconnect
*/
template <typename T>
void Unbind(CallbackHandle<T> handle);
RoomMember();
~RoomMember();
/**
* Returns the status of our connection to the room.
*/
State GetState() const;
/**
* Returns information about the members in the room we're currently connected to.
*/
const MemberList& GetMemberInformation() const;
/**
* Returns the nickname of the RoomMember.
*/
const std::string& GetNickname() const;
/**
* Returns the username of the RoomMember.
*/
const std::string& GetUsername() const;
/**
* Returns the MAC address of the RoomMember.
*/
const IPv4Address& GetFakeIpAddress() const;
/**
* Returns information about the room we're currently connected to.
*/
RoomInformation GetRoomInformation() const;
/**
* Returns whether we're connected to a server or not.
*/
bool IsConnected() const;
/**
* Attempts to join a room at the specified address and port, using the specified nickname.
*/
void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
u16 server_port = DefaultRoomPort, u16 client_port = 0,
const IPv4Address& preferred_fake_ip = NoPreferredIP,
const std::string& password = "", const std::string& token = "");
/**
* Sends a Proxy packet to the room.
* @param packet The WiFi packet to send.
*/
void SendProxyPacket(const ProxyPacket& packet);
/**
* Sends an LDN packet to the room.
* @param packet The WiFi packet to send.
*/
void SendLdnPacket(const LDNPacket& packet);
/**
* Sends a chat message to the room.
* @param message The contents of the message.
*/
void SendChatMessage(const std::string& message);
/**
* Sends the current game info to the room.
* @param game_info The game information.
*/
void SendGameInfo(const GameInfo& game_info);
/**
* Sends a moderation request to the room.
* @param type Moderation request type.
* @param nickname The subject of the request. (i.e. the user you want to kick/ban)
*/
void SendModerationRequest(RoomMessageTypes type, const std::string& nickname);
/**
* Attempts to retrieve ban list from the room.
* If success, the ban list callback would be called. Otherwise an error would be emitted.
*/
void RequestBanList();
/**
* Binds a function to an event that will be triggered every time the State of the member
* changed. The function will be called every time the event is triggered. The callback function
* must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<State> BindOnStateChanged(std::function<void(const State&)> callback);
/**
* Binds a function to an event that will be triggered every time an error happened. The
* function will be called every time the event is triggered. The callback function must not
* bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<Error> BindOnError(std::function<void(const Error&)> callback);
/**
* Binds a function to an event that will be triggered every time a ProxyPacket is received.
* The function will be called every time the event is triggered.
* The callback function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<ProxyPacket> BindOnProxyPacketReceived(
std::function<void(const ProxyPacket&)> callback);
/**
* Binds a function to an event that will be triggered every time an LDNPacket is received.
* The function will be called every time the event is triggered.
* The callback function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<LDNPacket> BindOnLdnPacketReceived(
std::function<void(const LDNPacket&)> callback);
/**
* Binds a function to an event that will be triggered every time the RoomInformation changes.
* The function will be called every time the event is triggered.
* The callback function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<RoomInformation> BindOnRoomInformationChanged(
std::function<void(const RoomInformation&)> callback);
/**
* Binds a function to an event that will be triggered every time a ChatMessage is received.
* The function will be called every time the event is triggered.
* The callback function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<ChatEntry> BindOnChatMessageReceived(
std::function<void(const ChatEntry&)> callback);
/**
* Binds a function to an event that will be triggered every time a StatusMessage is
* received. The function will be called every time the event is triggered. The callback
* function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<StatusMessageEntry> BindOnStatusMessageReceived(
std::function<void(const StatusMessageEntry&)> callback);
/**
* Binds a function to an event that will be triggered every time a requested ban list
* received. The function will be called every time the event is triggered. The callback
* function must not bind or unbind a function. Doing so will cause a deadlock
* @param callback The function to call
* @return A handle used for removing the function from the registered list
*/
CallbackHandle<Room::BanList> BindOnBanListReceived(
std::function<void(const Room::BanList&)> callback);
/**
* Leaves the current room.
*/
void Leave();
private:
class RoomMemberImpl;
std::unique_ptr<RoomMemberImpl> room_member_impl;
};
inline const char* GetStateStr(const RoomMember::State& s) {
switch (s) {
case RoomMember::State::Uninitialized:
return "Uninitialized";
case RoomMember::State::Idle:
return "Idle";
case RoomMember::State::Joining:
return "Joining";
case RoomMember::State::Joined:
return "Joined";
case RoomMember::State::Moderator:
return "Moderator";
}
return "Unknown";
}
inline const char* GetErrorStr(const RoomMember::Error& e) {
switch (e) {
case RoomMember::Error::LostConnection:
return "LostConnection";
case RoomMember::Error::HostKicked:
return "HostKicked";
case RoomMember::Error::UnknownError:
return "UnknownError";
case RoomMember::Error::NameCollision:
return "NameCollision";
case RoomMember::Error::IpCollision:
return "IpCollision";
case RoomMember::Error::WrongVersion:
return "WrongVersion";
case RoomMember::Error::WrongPassword:
return "WrongPassword";
case RoomMember::Error::CouldNotConnect:
return "CouldNotConnect";
case RoomMember::Error::RoomIsFull:
return "RoomIsFull";
case RoomMember::Error::HostBanned:
return "HostBanned";
case RoomMember::Error::PermissionDenied:
return "PermissionDenied";
case RoomMember::Error::NoSuchUser:
return "NoSuchUser";
default:
return "Unknown";
}
}
} // namespace Network