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369 lines
13 KiB
C++
369 lines
13 KiB
C++
#include "../../../Minecraft.World/Platform/stdafx.h"
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#include "SQRNetworkPlayer.h"
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#ifdef __PS3__
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#include <cell/rudp.h>
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#include "../../../../Platform/PS3/Network/SonyVoiceChat.h"
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#elif defined __ORBIS__
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#include <rudp.h>
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#include "../../../../Platform/Orbis/Network/SonyVoiceChat_Orbis.h"
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#else // __PSVITA__
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#include <rudp.h>
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#include <adhoc_matching.h>
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#include "../../../../Platform/PSVita/Network/SonyVoiceChat_Vita.h"
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#endif
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static const bool sc_verbose = false;
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int SQRNetworkPlayer::GetSmallId() { return m_ISD.m_smallId; }
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wchar_t* SQRNetworkPlayer::GetName() { return m_name; }
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bool SQRNetworkPlayer::IsRemote() { return !IsLocal(); }
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bool SQRNetworkPlayer::IsHost() { return (m_type == SNP_TYPE_HOST); }
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bool SQRNetworkPlayer::IsLocal() {
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// m_host determines whether this *machine* is hosting the game, not this
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// player (which is determined by m_type)
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if (m_host) {
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// If we are the hosting machine, then both the host & local players are
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// local to this machine
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return (m_type == SNP_TYPE_HOST) || (m_type == SNP_TYPE_LOCAL);
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} else {
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// Not hosting, just local players are actually physically local
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return (m_type == SNP_TYPE_LOCAL);
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}
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}
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int SQRNetworkPlayer::GetLocalPlayerIndex() { return m_localPlayerIdx; }
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bool SQRNetworkPlayer::IsSameSystem(SQRNetworkPlayer* other) {
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return (m_roomMemberId == other->m_roomMemberId);
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}
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uintptr_t SQRNetworkPlayer::GetCustomDataValue() { return m_customData; }
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void SQRNetworkPlayer::SetCustomDataValue(uintptr_t data) {
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m_customData = data;
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}
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SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager* manager,
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eSQRNetworkPlayerType playerType,
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bool onHost,
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SceNpMatching2RoomMemberId roomMemberId,
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int localPlayerIdx, int rudpCtx,
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PlayerUID* pUID) {
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m_roomMemberId = roomMemberId;
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m_localPlayerIdx = localPlayerIdx;
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m_rudpCtx = rudpCtx;
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m_flags = 0;
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m_type = playerType;
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m_host = onHost;
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m_manager = manager;
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m_customData = 0;
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if (pUID) {
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memcpy(&m_ISD.m_UID, pUID, sizeof(PlayerUID));
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#ifdef __PSVITA__
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if (CGameNetworkManager::usingAdhocMode() &&
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pUID->getOnlineID()[0] == 0) {
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assert(localPlayerIdx == 0);
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// player doesn't have an online UID, set it from the player name
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m_ISD.m_UID.setForAdhoc();
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}
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#endif // __PSVITA__
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} else {
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memset(&m_ISD.m_UID, 0, sizeof(PlayerUID));
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}
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SetNameFromUID();
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InitializeCriticalSection(&m_csQueue);
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#ifdef __ORBIS__
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if (IsLocal()) {
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SonyVoiceChat_Orbis::initLocalPlayer(m_localPlayerIdx);
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}
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#endif
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}
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SQRNetworkPlayer::~SQRNetworkPlayer() {
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#ifdef __ORBIS__
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SQRNetworkManager_Orbis* pMan = (SQRNetworkManager_Orbis*)m_manager;
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// pMan->removePlayerFromVoiceChat(this);
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// m_roomMemberId = -1;
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#endif
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DeleteCriticalSection(&m_csQueue);
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}
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bool SQRNetworkPlayer::IsReady() {
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return ((m_flags & SNP_FLAG_READY_MASK) == SNP_FLAG_READY_MASK);
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}
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PlayerUID SQRNetworkPlayer::GetUID() { return m_ISD.m_UID; }
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void SQRNetworkPlayer::SetUID(PlayerUID UID) {
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m_ISD.m_UID = UID;
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SetNameFromUID();
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}
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bool SQRNetworkPlayer::HasConnectionAndSmallId() {
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const int reqFlags =
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(SNP_FLAG_CONNECTION_COMPLETE | SNP_FLAG_SMALLID_ALLOCATED);
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return ((m_flags & reqFlags) == reqFlags);
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}
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void SQRNetworkPlayer::ConnectionComplete() {
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m_host ? app.DebugPrintf(sc_verbose, "host : ")
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: app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose,
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">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
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">> ConnectionComplete\n");
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m_flags |= SNP_FLAG_CONNECTION_COMPLETE;
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}
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void SQRNetworkPlayer::SmallIdAllocated(unsigned char smallId) {
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m_ISD.m_smallId = smallId;
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m_flags |= SNP_FLAG_SMALLID_ALLOCATED;
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m_host ? app.DebugPrintf(sc_verbose, "host : ")
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: app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose,
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">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
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">> Small ID allocated\n");
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// If this is a non-network sort of player then flag now as having its small
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// id confirmed
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if ((m_type == SNP_TYPE_HOST) || (m_host && (m_type == SNP_TYPE_LOCAL)) ||
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(!m_host && (m_type == SNP_TYPE_REMOTE))) {
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m_host ? app.DebugPrintf(sc_verbose, "host : ")
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: app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose,
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">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
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">>>>>> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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}
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void SQRNetworkPlayer::InitialDataReceived(
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SQRNetworkPlayer::InitSendData* ISD) {
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assert(m_ISD.m_smallId == ISD->m_smallId);
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memcpy(&m_ISD, ISD, sizeof(InitSendData));
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#ifdef __PSVITA__
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SetNameFromUID();
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#endif
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m_host ? app.DebugPrintf(sc_verbose, "host : ")
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: app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose,
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">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
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">> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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bool SQRNetworkPlayer::HasSmallIdConfirmed() {
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return (m_flags & SNP_FLAG_SMALLID_CONFIRMED);
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}
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// To confirm to the host that we are ready, send a single byte with our small
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// id.
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void SQRNetworkPlayer::ConfirmReady() {
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#ifdef __PS3__
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int ret = cellRudpWrite(m_rudpCtx, &m_ISD, sizeof(InitSendData),
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CELL_RUDP_MSG_LATENCY_CRITICAL);
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#else //__ORBIS__
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int ret = sceRudpWrite(m_rudpCtx, &m_ISD, sizeof(InitSendData),
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SCE_RUDP_MSG_LATENCY_CRITICAL);
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#endif
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// TODO - error handling here?
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assert(ret == sizeof(InitSendData));
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// Final flag for a local player on the client, as we are now safe to send
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// data on to the host
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m_host ? app.DebugPrintf(sc_verbose, "host : ")
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: app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose,
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">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
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">> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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// Attempt to send data, of any size, from this player to that specified by
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// pPlayerTarget. This may not be possible depending on the two players, due to
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// our star shaped network connectivity. Data may be any size, and is copied so
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// on returning from this method it does not need to be preserved.
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void SQRNetworkPlayer::SendData(SQRNetworkPlayer* pPlayerTarget,
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const void* data, unsigned int dataSize) {
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// Our network is connected as a star. If we are the host, then we can send
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// to any remote player. If we're a client, we can send only to the host.
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// The host can also send to other local players, but this doesn't need to
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// go through Rudp.
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if (m_host) {
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if ((m_type == SNP_TYPE_HOST) &&
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(pPlayerTarget->m_type == SNP_TYPE_LOCAL)) {
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// Special internal communication from host to local player
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m_manager->LocalDataSend(this, pPlayerTarget, data, dataSize);
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} else if ((m_type == SNP_TYPE_LOCAL) &&
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(pPlayerTarget->m_type == SNP_TYPE_HOST)) {
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// Special internal communication from local player to host
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m_manager->LocalDataSend(this, pPlayerTarget, data, dataSize);
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} else if ((m_type == SNP_TYPE_HOST) &&
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(pPlayerTarget->m_type == SNP_TYPE_REMOTE)) {
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// Rudp communication from host to remote player - handled by remote
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// player instance
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pPlayerTarget->SendInternal(data, dataSize);
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} else {
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// Can't do any other types of communications
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assert(false);
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}
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} else {
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if ((m_type == SNP_TYPE_LOCAL) &&
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(pPlayerTarget->m_type == SNP_TYPE_HOST)) {
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// Rudp communication from client to host - handled by this player
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// instace
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SendInternal(data, dataSize);
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} else {
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// Can't do any other types of communications
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assert(false);
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}
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}
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}
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// Internal send function - to simplify the number of mechanisms we have for
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// sending data, this method just adds the data to be send to the player's
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// internal queue, and then calls SendMoreInternal. This method can take any
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// size of data, which it will split up into payload size chunks before sending.
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// All input data is copied into internal buffers.
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void SQRNetworkPlayer::SendInternal(const void* data, unsigned int dataSize) {
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EnterCriticalSection(&m_csQueue);
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QueuedSendBlock sendBlock;
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unsigned char* dataCurrent = (unsigned char*)data;
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unsigned int dataRemaining = dataSize;
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while (dataRemaining) {
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int dataSize = dataRemaining;
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if (dataSize > SNP_MAX_PAYLOAD) dataSize = SNP_MAX_PAYLOAD;
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sendBlock.start = new unsigned char[dataSize];
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sendBlock.end = sendBlock.start + dataSize;
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sendBlock.current = sendBlock.start;
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memcpy(sendBlock.start, dataCurrent, dataSize);
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m_sendQueue.push(sendBlock);
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dataRemaining -= dataSize;
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dataCurrent += dataSize;
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}
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// Now try and send as much as we can
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SendMoreInternal();
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LeaveCriticalSection(&m_csQueue);
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}
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// Internal send function. This attempts to send as many elements in the queue
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// as possible until the write function tells us that we can't send any more.
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// This way, we are guaranteed that if there *is* anything more in the queue
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// left to send, we'll get a CELL_RUDP_CONTEXT_EVENT_WRITABLE event when
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// whatever we've managed to send here is complete, and can continue on.
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void SQRNetworkPlayer::SendMoreInternal() {
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EnterCriticalSection(&m_csQueue);
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bool keepSending;
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do {
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keepSending = false;
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if (m_sendQueue.size() > 0) {
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// Attempt to send the full data in the first element in our queue
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unsigned char* data = m_sendQueue.front().current;
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int dataSize =
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m_sendQueue.front().end - m_sendQueue.front().current;
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#ifdef __PS3__
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int ret = cellRudpWrite(m_rudpCtx, data, dataSize,
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0); // CELL_RUDP_MSG_LATENCY_CRITICAL );
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int wouldBlockFlag = CELL_RUDP_ERROR_WOULDBLOCK;
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#else // __ORBIS__
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int ret = sceRudpWrite(m_rudpCtx, data, dataSize,
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0); // CELL_RUDP_MSG_LATENCY_CRITICAL );
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int wouldBlockFlag = SCE_RUDP_ERROR_WOULDBLOCK;
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#endif
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if (ret == dataSize) {
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// Fully sent, remove from queue - will loop in the while loop
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// to see if there's anything else in the queue we could send
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delete[] m_sendQueue.front().start;
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m_sendQueue.pop();
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if (m_sendQueue.size()) {
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keepSending = true;
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}
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} else if ((ret >= 0) || (ret == wouldBlockFlag)) {
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// Things left to send - adjust this element in the queue
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int remainingBytes;
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if (ret >= 0) {
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// Only ret bytes sent so far
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remainingBytes = dataSize - ret;
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assert(remainingBytes > 0);
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} else {
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// Is CELL_RUDP_ERROR_WOULDBLOCK, nothing has yet been sent
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remainingBytes = dataSize;
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}
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m_sendQueue.front().current =
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m_sendQueue.front().end - remainingBytes;
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}
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}
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} while (keepSending);
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LeaveCriticalSection(&m_csQueue);
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}
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void SQRNetworkPlayer::SetNameFromUID() {
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mbstowcs(m_name, m_ISD.m_UID.getOnlineID(), 16);
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m_name[16] = 0;
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#ifdef __PS3__ // only 1 player on vita, and they have to be online (or adhoc),
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// and with PS4 all local players need to be signed in
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// Not an online player? Add a suffix with the controller ID on
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if (m_ISD.m_UID.isSignedIntoPSN() == 0) {
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int pos = wcslen(m_name);
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swprintf(&m_name[pos], 5, L" (%d)", m_ISD.m_UID.getQuadrant() + 1);
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}
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#endif
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}
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void SQRNetworkPlayer::SetName(char* name) {
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mbstowcs(m_name, name, 20);
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m_name[20] = 0;
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}
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int SQRNetworkPlayer::GetSessionIndex() {
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return m_manager->GetSessionIndex(this);
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}
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bool SQRNetworkPlayer::HasVoice() {
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#ifdef __ORBIS__
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return SonyVoiceChat_Orbis::hasMicConnected(this);
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#elif defined __PSVITA__
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return SonyVoiceChat_Vita::hasMicConnected(this);
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#else
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return SonyVoiceChat::hasMicConnected(&m_roomMemberId);
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#endif
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}
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bool SQRNetworkPlayer::IsTalking() {
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#ifdef __ORBIS__
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return SonyVoiceChat_Orbis::isTalking(this);
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#elif defined __PSVITA__
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return SonyVoiceChat_Vita::isTalking(this);
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#else
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return SonyVoiceChat::isTalking(&m_roomMemberId);
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#endif
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}
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bool SQRNetworkPlayer::IsMutedByLocalUser(int userIndex) {
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#ifdef __ORBIS__
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// assert(0); // this is never called, so isn't implemented in the PS4
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// voice stuff at the moment
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return false;
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#elif defined __PSVITA__
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return false; // this is never called, so isn't implemented in the Vita
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// voice stuff at the moment
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#else
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SQRNetworkManager_PS3* pMan = (SQRNetworkManager_PS3*)m_manager;
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return SonyVoiceChat::isMutedPlayer(
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pMan->m_roomSyncData.players[userIndex].m_roomMemberId);
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#endif
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}
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