152 lines
6.1 KiB
C++
152 lines
6.1 KiB
C++
#pragma once
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#include "SQRNetworkManager.h"
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#include <queue>
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// This is the lowest level class for handling the concept of a player on Sony platforms. This is managed by SQRNetworkManager. The game shouldn't directly communicate
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// with this class, as it is wrapped by NetworkPlayerSony which is an implementation of a platform-independent interface INetworkPlayer.
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class SQRNetworkPlayer
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{
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#ifdef __ORBIS__
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friend class SQRNetworkManager_Orbis;
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friend class SonyVoiceChat_Orbis;
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#elif defined __PS3__
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friend class SQRNetworkManager_PS3;
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#else // __PSVITA__
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friend class SQRNetworkManager_Vita;
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friend class SQRNetworkManager_AdHoc_Vita;
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friend class SonyVoiceChat_Vita;
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#endif
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friend class SQRNetworkManager;
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friend class NetworkPlayerSony;
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friend class CPlatformNetworkManagerSony;
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int GetSmallId();
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wchar_t *GetName();
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bool IsRemote();
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bool IsHost();
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bool IsLocal();
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int GetLocalPlayerIndex();
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bool IsSameSystem(SQRNetworkPlayer *other);
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uintptr_t GetCustomDataValue();
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void SetCustomDataValue(uintptr_t data);
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bool HasVoice();
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bool IsTalking();
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bool IsMutedByLocalUser(int userIndex);
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static const int SNP_FLAG_CONNECTION_COMPLETE = 1; // This player has a fully connected Rudp or other local link established (to a remote player if this is on the host, to the host if this is a client) - or isn't expected to have one
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static const int SNP_FLAG_SMALLID_ALLOCATED = 2; // This player has a small id allocated
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static const int SNP_FLAG_SMALLID_CONFIRMED = 4; // This player's small id has been confirmed as received by the client (only relevant for players using network communications, others set at the same time as allocating)
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static const int SNP_FLAG_READY_MASK = 7; // Mask indicated all bits which must be set in the flags for this player to be considered "ready"
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static const int SNP_MAX_PAYLOAD = 1346; // This is the default RUDP payload size - if we want to change this we'll need to use cellRudpSetOption to set something else & adjust segment size
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typedef enum
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{
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SNP_TYPE_HOST, // This player represents the host
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SNP_TYPE_LOCAL, // On host - this player is a local player that needs communicated with specially not using rudp. On clients - this is a local player, where m_rudpCtx is the context used to communicate from this player to/from the host
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SNP_TYPE_REMOTE, // On host - this player's m_rupdCtx can be used to communicate from between the host and this player. On clients - this is a remote player that cannot be communicated with
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} eSQRNetworkPlayerType;
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enum AckFlags
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{
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e_flag_AckUnknown,
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e_flag_AckNotRequested,
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e_flag_AckRequested,
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e_flag_AckReturning
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};
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class DataPacketHeader
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{
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unsigned short m_dataSize;
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unsigned short m_ackFlags;
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public:
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DataPacketHeader() : m_dataSize(0), m_ackFlags(e_flag_AckUnknown) {}
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DataPacketHeader(int dataSize, AckFlags ackFlags) : m_dataSize(dataSize), m_ackFlags(ackFlags) { }
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AckFlags GetAckFlags() { return (AckFlags)m_ackFlags;}
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int GetDataSize() { return m_dataSize; }
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};
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#ifndef _CONTENT_PACKAGE
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std::vector<int64_t> m_ackStats;
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int m_minAckTime;
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int m_maxAckTime;
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int m_totalAcks;
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int64_t m_totalAckTime;
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int m_averageAckTime;
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#endif
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class QueuedSendBlock
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{
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public:
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unsigned char *start;
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unsigned char *end;
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unsigned char *current;
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AckFlags ack;
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};
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class InitSendData
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{
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public:
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unsigned char m_smallId; // Id to uniquely and permanently identify this player between machines - assigned by the server
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PlayerUID m_UID;
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};
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SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayerType playerType, bool onHost, SceNpMatching2RoomMemberId roomMemberId, int localPlayerIdx, int rudpCtx, PlayerUID *pUID);
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~SQRNetworkPlayer();
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PlayerUID GetUID();
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void SetUID(PlayerUID UID);
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bool HasConnectionAndSmallId();
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bool IsReady();
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void ConnectionComplete();
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void SmallIdAllocated(unsigned char smallId);
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void InitialDataReceived(InitSendData *ISD); // Only for remote players as viewed from the host, this is set when the host has received confirmation that the client has received the small id for this player, ie it is now safe to send data to
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bool HasSmallIdConfirmed();
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void SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize, bool ack );
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void ConfirmReady();
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void SendInternal(const void *data, unsigned int dataSize, AckFlags ackFlags);
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void SendMoreInternal();
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int GetPacketDataSize();
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int ReadDataPacket(void* data, int dataSize);
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int WriteDataPacket(const void* data, int dataSize, AckFlags ackFlags);
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void ReadAck();
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void WriteAck();
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int GetOutstandingAckCount();
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int GetSendQueueSizeBytes();
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int GetSendQueueSizeMessages();
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int GetTotalOutstandingAckCount();
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int GetTotalSendQueueBytes();
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int GetTotalSendQueueMessages();
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#ifdef __PSVITA__
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void SendInternal_VitaAdhoc(const void *data, unsigned int dataSize, EAdhocDataTag tag = e_dataTag_Normal);
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void SendMoreInternal_VitaAdhoc();
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#endif
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void SetNameFromUID();
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void SetName(char *name);
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int GetSessionIndex();
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eSQRNetworkPlayerType m_type; // The player type
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bool m_host; // Whether this actual player class is stored on a host (not whether it represents the host, or a player on the host machine)
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int m_flags; // Flags reflecting current state of this player
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int m_rudpCtx; // Rudp context that can be used to communicate between this player & the host (see comments for eSQRNetworkPlayerType above)
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int m_localPlayerIdx; // Index of this player on the machine to which it belongs
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SceNpMatching2RoomMemberId m_roomMemberId; // The room member id, effectively a per machine id
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InitSendData m_ISD; // Player UID & ID that get sent together to the host when connection is established
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SQRNetworkManager *m_manager; // Pointer back to the manager that is managing this player
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wchar_t m_name[21];
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uintptr_t m_customData;
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CRITICAL_SECTION m_csQueue;
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CRITICAL_SECTION m_csAcks;
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std::queue<QueuedSendBlock> m_sendQueue;
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int m_totalBytesInSendQueue;
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int m_acksOutstanding;
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};
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