#pragma once #include #ifdef __PS3__ #include #include #else #include #include #include #endif #include #include class SQRNetworkPlayer; class ISQRNetworkManagerListener; class SonyVoiceChat; class C4JThread; // This is the lowest level manager for providing network functionality on Sony // platforms. This manages various network activities including the players // within a gaming session. The game shouldn't directly use this class, it is // here to provide functionality required by PlatformNetworkManagerSony. class SQRNetworkManager { public: static const int MAX_LOCAL_PLAYER_COUNT = XUSER_MAX_COUNT; static const int MAX_ONLINE_PLAYER_COUNT = MINECRAFT_NET_MAX_PLAYERS; static const int NP_POOL_SIZE = 128 * 1024; protected: friend class SQRNetworkPlayer; friend class SonyVoiceChat; static const int MAX_FRIENDS = 100; #ifdef __PS3__ static const int RUDP_THREAD_PRIORITY = 999; #else // __ORBIS_ static const int RUDP_THREAD_PRIORITY = 500; #endif static const int RUDP_THREAD_STACK_SIZE = 32878; static const int MAX_SIMULTANEOUS_INVITES = 10; // This class stores everything about a player that must be synchronised // between machines. This syncing is carried out by the Matching2 lib by // using internal room binary data (ie data that is only visible to current // members of a room) class PlayerSyncData { public: PlayerUID m_UID; // Assigned by the associated player->GetUID() SceNpMatching2RoomMemberId m_roomMemberId; // Assigned by Matching2 lib, we can use to // indicate which machine this player belongs to // (note - 16 bits) unsigned char m_smallId; // Assigned by SQRNetworkManager, to attach a permanent // id to this player (until we have to wrap round), to // match a similar concept in qnet unsigned char m_localIdx : 4; // Which local player (by controller index) this represents unsigned char m_playerCount : 4; }; class RoomSyncData { public: PlayerSyncData players[MAX_ONLINE_PLAYER_COUNT]; void setPlayerCount(int c) { players[0].m_playerCount = c; } int getPlayerCount() { return players[0].m_playerCount; } }; public: class PresenceSyncInfo { public: GameSessionUID hostPlayerUID; SceNpMatching2RoomId m_RoomId; SceNpMatching2ServerId m_ServerId; unsigned int texturePackParentId; unsigned short netVersion; unsigned char subTexturePackId; bool inviteOnly; }; // Externally exposed state. All internal states are mapped to one of these // broader states. typedef enum { SNM_STATE_INITIALISING, SNM_STATE_INITIALISE_FAILED, SNM_STATE_IDLE, SNM_STATE_HOSTING, SNM_STATE_JOINING, SNM_STATE_STARTING, SNM_STATE_PLAYING, SNM_STATE_LEAVING, SNM_STATE_ENDING, } eSQRNetworkManagerState; struct SessionID { SceNpMatching2RoomId m_RoomId; SceNpMatching2ServerId m_ServerId; }; struct SessionSearchResult { SceNpId m_NpId; SessionID m_sessionId; void* m_extData; #ifdef __PSVITA__ SceNetInAddr m_netAddr; #endif }; protected: // On initialisation, state should transition from // SNM_INT_STATE_UNINITIALISED -> SNM_INT_STATE_SIGNING_IN -> // SNM_INT_STATE_SIGNED_IN -> SNM_INT_STATE_STARTING_CONTEXT -> // SNM_INT_STATE_IDLE. Error indicated if we transition at any point to // SNM_INT_STATE_INITIALISE_FAILED. // NOTE: If anything changes in here, then the mapping from internal -> // external state needs to be updated (m_INTtoEXTStateMappings, defined in // the cpp file) typedef enum { SNM_INT_STATE_UNINITIALISED, SNM_INT_STATE_SIGNING_IN, SNM_INT_STATE_STARTING_CONTEXT, SNM_INT_STATE_INITIALISE_FAILED, SNM_INT_STATE_IDLE, SNM_INT_STATE_IDLE_RECREATING_MATCHING_CONTEXT, SNM_INT_STATE_HOSTING_STARTING_MATCHING_CONTEXT, SNM_INT_STATE_HOSTING_SEARCHING_FOR_SERVER, SNM_INT_STATE_HOSTING_SERVER_SEARCH_SERVER_ERROR, SNM_INT_STATE_HOSTING_SERVER_FOUND, SNM_INT_STATE_HOSTING_SERVER_SEARCH_CREATING_CONTEXT, SNM_INT_STATE_HOSTING_SERVER_SEARCH_FAILED, SNM_INT_STATE_HOSTING_CREATE_ROOM_SEARCHING_FOR_WORLD, SNM_INT_STATE_HOSTING_CREATE_ROOM_WORLD_FOUND, SNM_INT_STATE_HOSTING_CREATE_ROOM_CREATING_ROOM, SNM_INT_STATE_HOSTING_CREATE_ROOM_SUCCESS, SNM_INT_STATE_HOSTING_CREATE_ROOM_FAILED, SNM_INT_STATE_HOSTING_CREATE_ROOM_RESTART_MATCHING_CONTEXT, SNM_INT_STATE_HOSTING_WAITING_TO_PLAY, SNM_INT_STATE_JOINING_STARTING_MATCHING_CONTEXT, SNM_INT_STATE_JOINING_SEARCHING_FOR_SERVER, SNM_INT_STATE_JOINING_SERVER_SEARCH_SERVER_ERROR, SNM_INT_STATE_JOINING_SERVER_FOUND, SNM_INT_STATE_JOINING_SERVER_SEARCH_CREATING_CONTEXT, SNM_INT_STATE_JOINING_SERVER_SEARCH_FAILED, SNM_INT_STATE_JOINING_JOIN_ROOM, SNM_INT_STATE_JOINING_JOIN_ROOM_FAILED, SNM_INT_STATE_JOINING_WAITING_FOR_LOCAL_PLAYERS, SNM_INT_STATE_SERVER_DELETING_CONTEXT, SNM_INT_STATE_STARTING, SNM_INT_STATE_PLAYING, SNM_INT_STATE_LEAVING, SNM_INT_STATE_LEAVING_FAILED, SNM_INT_STATE_ENDING, SNM_INT_STATE_COUNT } eSQRNetworkManagerInternalState; typedef enum { SNM_FORCE_ERROR_NP2_INIT, SNM_FORCE_ERROR_NET_INITIALIZE_NETWORK, SNM_FORCE_ERROR_NET_CTL_INIT, SNM_FORCE_ERROR_RUDP_INIT, SNM_FORCE_ERROR_NET_START_DIALOG, SNM_FORCE_ERROR_MATCHING2_INIT, SNM_FORCE_ERROR_REGISTER_NP_CALLBACK, SNM_FORCE_ERROR_GET_NPID, SNM_FORCE_ERROR_CREATE_MATCHING_CONTEXT, SNM_FORCE_ERROR_REGISTER_CALLBACKS, SNM_FORCE_ERROR_CONTEXT_START_ASYNC, SNM_FORCE_ERROR_SET_EXTERNAL_ROOM_DATA, SNM_FORCE_ERROR_GET_FRIEND_LIST_ENTRY_COUNT, SNM_FORCE_ERROR_GET_FRIEND_LIST_ENTRY, SNM_FORCE_ERROR_GET_USER_INFO_LIST, SNM_FORCE_ERROR_LEAVE_ROOM, SNM_FORCE_ERROR_SET_ROOM_MEMBER_DATA_INTERNAL, SNM_FORCE_ERROR_SET_ROOM_MEMBER_DATA_INTERNAL2, SNM_FORCE_ERROR_CREATE_SERVER_CONTEXT, SNM_FORCE_ERROR_CREATE_JOIN_ROOM, SNM_FORCE_ERROR_GET_SERVER_INFO, SNM_FORCE_ERROR_DELETE_SERVER_CONTEXT, SNM_FORCE_ERROR_SETSOCKOPT_0, SNM_FORCE_ERROR_SETSOCKOPT_1, SNM_FORCE_ERROR_SETSOCKOPT_2, SNM_FORCE_ERROR_SOCK_BIND, SNM_FORCE_ERROR_CREATE_RUDP_CONTEXT, SNM_FORCE_ERROR_RUDP_BIND, SNM_FORCE_ERROR_RUDP_INIT2, SNM_FORCE_ERROR_GET_ROOM_EXTERNAL_DATA, SNM_FORCE_ERROR_GET_SERVER_INFO_DATA, SNM_FORCE_ERROR_GET_WORLD_INFO_DATA, SNM_FORCE_ERROR_GET_CREATE_JOIN_ROOM_DATA, SNM_FORCE_ERROR_GET_USER_INFO_LIST_DATA, SNM_FORCE_ERROR_GET_JOIN_ROOM_DATA, SNM_FORCE_ERROR_GET_ROOM_MEMBER_DATA_INTERNAL, SNM_FORCE_ERROR_GET_ROOM_EXTERNAL_DATA2, SNM_FORCE_ERROR_CREATE_SERVER_CONTEXT_CALLBACK, SNM_FORCE_ERROR_SET_ROOM_DATA_CALLBACK, SNM_FORCE_ERROR_UPDATED_ROOM_DATA, SNM_FORCE_ERROR_UPDATED_ROOM_MEMBER_DATA_INTERNAL1, SNM_FORCE_ERROR_UPDATED_ROOM_MEMBER_DATA_INTERNAL2, SNM_FORCE_ERROR_UPDATED_ROOM_MEMBER_DATA_INTERNAL3, SNM_FORCE_ERROR_UPDATED_ROOM_MEMBER_DATA_INTERNAL4, SNM_FORCE_ERROR_GET_WORLD_INFO_LIST, SNM_FORCE_ERROR_JOIN_ROOM, SNM_FORCE_ERROR_COUNT, } eSQRForceError; class StateChangeInfo { public: eSQRNetworkManagerState m_oldState; eSQRNetworkManagerState m_newState; bool m_idleReasonIsSessionFull; StateChangeInfo(eSQRNetworkManagerState oldState, eSQRNetworkManagerState newState, bool idleReasonIsSessionFull) : m_oldState(oldState), m_newState(newState), m_idleReasonIsSessionFull(idleReasonIsSessionFull) {} }; std::queue m_stateChangeQueue; CRITICAL_SECTION m_csStateChangeQueue; CRITICAL_SECTION m_csMatching; typedef enum { SNM_FRIEND_SEARCH_STATE_IDLE, // Idle - search result will be valid // (although it may not have any entries) SNM_FRIEND_SEARCH_STATE_GETTING_FRIEND_COUNT, // Getting count of // friends in friend list SNM_FRIEND_SEARCH_STATE_GETTING_FRIEND_INFO, // Getting presence/NpId // info for each friend } eSQRNetworkManagerFriendSearchState; typedef void (*ServerContextValidCallback)(SQRNetworkManager* manager); static bool s_safeToRespondToGameBootInvite; public: // General virtual void Tick() = 0; virtual void Initialise() = 0; #ifdef __PSVITA__ virtual void UnInitialise() = 0; // to switch from PSN to Adhoc virtual bool IsInitialised() = 0; #endif virtual void Terminate() = 0; virtual eSQRNetworkManagerState GetState() = 0; virtual bool IsHost() = 0; virtual bool IsReadyToPlayOrIdle() = 0; virtual bool IsInSession() = 0; // Session management virtual void CreateAndJoinRoom(int hostIndex, int localPlayerMask, void* extData, int extDataSize, bool offline) = 0; virtual void UpdateExternalRoomData() = 0; virtual bool FriendRoomManagerIsBusy() = 0; virtual bool FriendRoomManagerSearch() = 0; virtual bool FriendRoomManagerSearch2() = 0; virtual int FriendRoomManagerGetCount() = 0; virtual void FriendRoomManagerGetRoomInfo( int idx, SessionSearchResult* searchResult) = 0; virtual bool JoinRoom(SessionSearchResult* searchResult, int localPlayerMask) = 0; virtual bool JoinRoom( SceNpMatching2RoomId roomId, SceNpMatching2ServerId serverId, int localPlayerMask, const SQRNetworkManager::PresenceSyncInfo* presence) = 0; virtual void StartGame() = 0; virtual void LeaveRoom(bool bActuallyLeaveRoom) = 0; virtual void EndGame() = 0; virtual bool SessionHasSpace(int spaceRequired) = 0; virtual bool AddLocalPlayerByUserIndex(int idx) = 0; virtual bool RemoveLocalPlayerByUserIndex(int idx) = 0; virtual void SendInviteGUI() = 0; virtual void GetExtDataForRoom(SceNpMatching2RoomId roomId, void* extData, void (*FriendSessionUpdatedFn)(bool success, void* pParam), void* pParam) = 0; // Player retrieval virtual int GetPlayerCount() = 0; virtual int GetOnlinePlayerCount() = 0; virtual SQRNetworkPlayer* GetPlayerByIndex(int idx) = 0; virtual SQRNetworkPlayer* GetPlayerBySmallId(int idx) = 0; virtual SQRNetworkPlayer* GetPlayerByXuid(PlayerUID xuid) = 0; virtual SQRNetworkPlayer* GetLocalPlayerByUserIndex(int idx) = 0; virtual SQRNetworkPlayer* GetHostPlayer() = 0; virtual void SetPresenceDataStartHostingGame() = 0; virtual int GetJoiningReadyPercentage() = 0; virtual void LocalDataSend(SQRNetworkPlayer* playerFrom, SQRNetworkPlayer* playerTo, const void* data, unsigned int dataSize) = 0; virtual int GetSessionIndex(SQRNetworkPlayer* player) = 0; static void SafeToRespondToGameBootInvite(); }; // Class defining interface to be implemented for class that handles callbacks class ISQRNetworkManagerListener { public: virtual void HandleDataReceived(SQRNetworkPlayer* playerFrom, SQRNetworkPlayer* playerTo, unsigned char* data, unsigned int dataSize) = 0; virtual void HandlePlayerJoined(SQRNetworkPlayer* player) = 0; virtual void HandlePlayerLeaving(SQRNetworkPlayer* player) = 0; virtual void HandleStateChange( SQRNetworkManager::eSQRNetworkManagerState oldState, SQRNetworkManager::eSQRNetworkManagerState newState, bool idleReasonIsSessionFull) = 0; virtual void HandleResyncPlayerRequest(SQRNetworkPlayer** aPlayers) = 0; virtual void HandleAddLocalPlayerFailed(int idx) = 0; virtual void HandleDisconnect(bool bLostRoomOnly, bool bPSNSignOut = false) = 0; virtual void HandleInviteReceived( int userIndex, const SQRNetworkManager::PresenceSyncInfo* pInviteInfo) = 0; };