4jcraft/Minecraft.Client/Platform/Common/Network/Sony/SQRNetworkPlayer.cpp
2026-03-22 04:16:54 -05:00

369 lines
13 KiB
C++

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