400 lines
12 KiB
C++
400 lines
12 KiB
C++
#include "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 "PS3/Network/SonyVoiceChat.h"
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#elif defined __ORBIS__
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#include <rudp.h>
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#include "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 "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()
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{
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return m_ISD.m_smallId;
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}
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wchar_t *SQRNetworkPlayer::GetName()
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{
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return m_name;
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}
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bool SQRNetworkPlayer::IsRemote()
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{
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return !IsLocal();
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}
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bool SQRNetworkPlayer::IsHost()
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{
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return (m_type == SNP_TYPE_HOST);
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}
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bool SQRNetworkPlayer::IsLocal()
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{
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// m_host determines whether this *machine* is hosting the game, not this player (which is determined by m_type)
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if( m_host )
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{
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// If we are the hosting machine, then both the host & local players are local to this machine
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return (m_type == SNP_TYPE_HOST) || (m_type == SNP_TYPE_LOCAL);
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}
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else
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{
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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()
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{
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return m_localPlayerIdx;
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}
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bool SQRNetworkPlayer::IsSameSystem(SQRNetworkPlayer *other)
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{
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return (m_roomMemberId == other->m_roomMemberId);
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}
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uintptr_t SQRNetworkPlayer::GetCustomDataValue()
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{
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return m_customData;
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}
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void SQRNetworkPlayer::SetCustomDataValue(uintptr_t data)
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{
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m_customData = data;
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}
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SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayerType playerType, bool onHost, SceNpMatching2RoomMemberId roomMemberId, int localPlayerIdx, int rudpCtx, PlayerUID *pUID)
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{
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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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{
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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() && pUID->getOnlineID()[0] == 0)
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{
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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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}
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else
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{
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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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{
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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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{
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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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{
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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()
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{
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return m_ISD.m_UID;
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}
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void SQRNetworkPlayer::SetUID(PlayerUID UID)
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{
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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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{
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const int reqFlags = ( 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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{
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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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{
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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 : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID allocated\n");
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// If this is a non-network sort of player then flag now as having its small id confirmed
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if( ( m_type == SNP_TYPE_HOST ) ||
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( m_host && ( m_type == SNP_TYPE_LOCAL ) ) ||
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( !m_host && ( m_type == SNP_TYPE_REMOTE ) ) )
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{
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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(SQRNetworkPlayer::InitSendData *ISD)
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{
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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 : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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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{
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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 id.
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void SQRNetworkPlayer::ConfirmReady()
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{
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#ifdef __PS3__
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int ret = cellRudpWrite( m_rudpCtx, &m_ISD, sizeof(InitSendData), CELL_RUDP_MSG_LATENCY_CRITICAL );
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#else //__ORBIS__
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int ret = sceRudpWrite( m_rudpCtx, &m_ISD, sizeof(InitSendData), 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 data on to the host
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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 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 on returning from this method it does not need to be preserved.
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void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize )
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{
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// 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.
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// The host can also send to other local players, but this doesn't need to go through Rudp.
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if( m_host )
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{
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if( ( m_type == SNP_TYPE_HOST ) && ( pPlayerTarget->m_type == SNP_TYPE_LOCAL ) )
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{
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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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}
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else if( ( m_type == SNP_TYPE_LOCAL ) && ( pPlayerTarget->m_type == SNP_TYPE_HOST ) )
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{
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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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}
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else if( ( m_type == SNP_TYPE_HOST ) && ( pPlayerTarget->m_type == SNP_TYPE_REMOTE ) )
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{
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// Rudp communication from host to remote player - handled by remote player instance
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pPlayerTarget->SendInternal(data,dataSize);
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}
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else
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{
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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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else
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{
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if( ( m_type == SNP_TYPE_LOCAL ) && ( pPlayerTarget->m_type == SNP_TYPE_HOST ) )
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{
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// Rudp communication from client to host - handled by this player instace
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SendInternal(data, dataSize);
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}
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else
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{
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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 sending data, this method just adds the data to be send to the player's internal queue,
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// 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
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// into internal buffers.
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void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize)
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{
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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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{
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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 as possible until the write function tells us that we can't send any more. This way,
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// 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
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// send here is complete, and can continue on.
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void SQRNetworkPlayer::SendMoreInternal()
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{
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EnterCriticalSection(&m_csQueue);
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bool keepSending;
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do
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{
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keepSending = false;
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if( m_sendQueue.size() > 0)
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{
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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 = 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, 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, 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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{
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// Fully sent, remove from queue - will loop in the while loop 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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{
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keepSending = true;
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}
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}
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else if( ( ret >= 0 ) || ( ret == wouldBlockFlag ) )
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{
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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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{
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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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}
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else
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{
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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 = 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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{
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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), 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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{
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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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{
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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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{
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return m_manager->GetSessionIndex(this);
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}
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bool SQRNetworkPlayer::HasVoice()
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{
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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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{
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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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{
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#ifdef __ORBIS__
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// assert(0); // this is never called, so isn't implemented in the PS4 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 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(pMan->m_roomSyncData.players[userIndex].m_roomMemberId);
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#endif
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}
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