94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <set>
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#include <thread>
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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/thread.h"
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namespace Network {
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class Room;
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/**
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* Instruments AnnounceMultiplayerRoom::Backend.
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* Creates a thread that regularly updates the room information and submits them
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* An async get of room information is also possible
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*/
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class AnnounceMultiplayerSession : NonCopyable {
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public:
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using CallbackHandle = std::shared_ptr<std::function<void(const Common::WebResult&)>>;
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AnnounceMultiplayerSession();
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~AnnounceMultiplayerSession();
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/**
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* Allows to bind a function that will get called if the announce encounters an error
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* @param function The function that gets called
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* @return A handle that can be used the unbind the function
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*/
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CallbackHandle BindErrorCallback(std::function<void(const Common::WebResult&)> function);
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/**
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* Unbind a function from the error callbacks
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* @param handle The handle for the function that should get unbind
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*/
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void UnbindErrorCallback(CallbackHandle handle);
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/**
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* Registers a room to web services
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* @return The result of the registration attempt.
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*/
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Common::WebResult Register();
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/**
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* Starts the announce of a room to web services
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*/
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void Start();
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/**
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* Stops the announce to web services
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*/
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void Stop();
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/**
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* Returns a list of all room information the backend got
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* @param func A function that gets executed when the async get finished, e.g. a signal
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* @return a list of rooms received from the web service
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*/
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AnnounceMultiplayerRoom::RoomList GetRoomList();
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/**
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* Whether the announce session is still running
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*/
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bool IsRunning() const;
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/**
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* Recreates the backend, updating the credentials.
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* This can only be used when the announce session is not running.
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*/
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void UpdateCredentials();
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private:
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Common::Event shutdown_event;
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std::mutex callback_mutex;
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std::set<CallbackHandle> error_callbacks;
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std::unique_ptr<std::thread> announce_multiplayer_thread;
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/// Backend interface that logs fields
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std::unique_ptr<AnnounceMultiplayerRoom::Backend> backend;
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std::atomic_bool registered = false; ///< Whether the room has been registered
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void UpdateBackendData(std::shared_ptr<Network::Room> room);
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void AnnounceMultiplayerLoop();
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};
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} // namespace Network
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