4be12d5f56
* NWM_UDS:: Check flags in SendTo * NWM_UDS: SendTo from Host to only oneClient * fix u8 in flags * Send node_map to clients * Libnetwork: Increase libnetwork version * Broadcast on dest_node_id 0xFFFF * fixup: dest_node_id offset * fixup: dest_node_id offset part 2 * Adressed wwyleles feedback * Adressed wwylele's nits
119 lines
3.3 KiB
C++
119 lines
3.3 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 <array>
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#include <memory>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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namespace Network {
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constexpr u32 network_version = 2; ///< The version of this Room and RoomMember
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constexpr u16 DefaultRoomPort = 24872;
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constexpr u32 MaxMessageSize = 500;
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/// Maximum number of concurrent connections allowed to this room.
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static constexpr u32 MaxConcurrentConnections = 254;
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constexpr size_t NumChannels = 1; // Number of channels used for the connection
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struct RoomInformation {
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std::string name; ///< Name of the server
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u32 member_slots; ///< Maximum number of members in this room
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std::string uid; ///< The unique ID of the room
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u16 port; ///< The port of this room
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std::string preferred_game; ///< Game to advertise that you want to play
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u64 preferred_game_id; ///< Title ID for the advertised game
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};
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struct GameInfo {
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std::string name{""};
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u64 id{0};
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};
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using MacAddress = std::array<u8, 6>;
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/// A special MAC address that tells the room we're joining to assign us a MAC address
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/// automatically.
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constexpr MacAddress NoPreferredMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
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// 802.11 broadcast MAC address
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constexpr MacAddress BroadcastMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
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// The different types of messages that can be sent. The first byte of each packet defines the type
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enum RoomMessageTypes : u8 {
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IdJoinRequest = 1,
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IdJoinSuccess,
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IdRoomInformation,
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IdSetGameInfo,
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IdWifiPacket,
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IdChatMessage,
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IdNameCollision,
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IdMacCollision,
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IdVersionMismatch,
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IdWrongPassword,
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IdCloseRoom
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};
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/// This is what a server [person creating a server] would use.
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class Room final {
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public:
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enum class State : u8 {
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Open, ///< The room is open and ready to accept connections.
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Closed, ///< The room is not opened and can not accept connections.
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};
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struct Member {
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std::string nickname; ///< The nickname of the member.
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GameInfo game_info; ///< The current game of the member
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MacAddress mac_address; ///< The assigned mac address of the member.
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};
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Room();
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~Room();
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/**
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* Gets the current state of the room.
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*/
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State GetState() const;
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/**
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* Gets the room information of the room.
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*/
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const RoomInformation& GetRoomInformation() const;
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/**
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* Gets a list of the mbmers connected to the room.
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*/
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std::vector<Member> GetRoomMemberList() const;
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/**
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* Checks if the room is password protected
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*/
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bool HasPassword() const;
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/**
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* Creates the socket for this room. Will bind to default address if
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* server is empty string.
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*/
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bool Create(const std::string& name, const std::string& server = "",
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u16 server_port = DefaultRoomPort, const std::string& password = "",
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const u32 max_connections = MaxConcurrentConnections,
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const std::string& preferred_game = "", u64 preferred_game_id = 0);
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/**
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* Destroys the socket
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*/
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void Destroy();
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private:
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class RoomImpl;
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std::unique_ptr<RoomImpl> room_impl;
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};
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} // namespace Network
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