// Copyright 2017 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include "common/common_types.h" #include "network/room.h" namespace Network { /// Information about the received WiFi packets. /// Acts as our own 802.11 header. struct WifiPacket { enum class PacketType : u8 { Beacon, Data, Authentication, AssociationResponse, Deauthentication }; PacketType type; ///< The type of 802.11 frame. std::vector data; ///< Raw 802.11 frame data, starting at the management frame header /// for management frames. MacAddress transmitter_address; ///< Mac address of the transmitter. MacAddress destination_address; ///< Mac address of the receiver. u8 channel; ///< WiFi channel where this frame was transmitted. }; /// Represents a chat message. struct ChatEntry { std::string nickname; ///< Nickname of the client who sent this message. std::string message; ///< Body of the message. }; /** * This is what a client [person joining a server] would use. * It also has to be used if you host a game yourself (You'd create both, a Room and a * RoomMembership for yourself) */ class RoomMember final { public: enum class State : u8 { Idle, ///< Default state Error, ///< Some error [permissions to network device missing or something] Joining, ///< The client is attempting to join a room. Joined, ///< The client is connected to the room and is ready to send/receive packets. LostConnection, ///< Connection closed // Reasons why connection was rejected NameCollision, ///< Somebody is already using this name MacCollision, ///< Somebody is already using that mac-address WrongVersion, ///< The room version is not the same as for this RoomMember WrongPassword, ///< The password doesn't match the one from the Room CouldNotConnect ///< The room is not responding to a connection attempt }; struct MemberInformation { std::string nickname; ///< Nickname of the member. GameInfo game_info; ///< Name of the game they're currently playing, or empty if they're /// not playing anything. MacAddress mac_address; ///< MAC address associated with this member. }; using MemberList = std::vector; // The handle for the callback functions template using CallbackHandle = std::shared_ptr>; /** * Unbinds a callback function from the events. * @param handle The connection handle to disconnect */ template void Unbind(CallbackHandle handle); RoomMember(); ~RoomMember(); /** * Returns the status of our connection to the room. */ State GetState() const; /** * Returns information about the members in the room we're currently connected to. */ const MemberList& GetMemberInformation() const; /** * Returns the nickname of the RoomMember. */ const std::string& GetNickname() const; /** * Returns the MAC address of the RoomMember. */ const MacAddress& GetMacAddress() const; /** * Returns information about the room we're currently connected to. */ RoomInformation GetRoomInformation() const; /** * Returns whether we're connected to a server or not. */ bool IsConnected() const; /** * Attempts to join a room at the specified address and port, using the specified nickname. * This may fail if the username is already taken. */ void Join(const std::string& nickname, const char* server_addr = "127.0.0.1", const u16 server_port = DefaultRoomPort, const u16 client_port = 0, const MacAddress& preferred_mac = NoPreferredMac, const std::string& password = ""); /** * Sends a WiFi packet to the room. * @param packet The WiFi packet to send. */ void SendWifiPacket(const WifiPacket& packet); /** * Sends a chat message to the room. * @param message The contents of the message. */ void SendChatMessage(const std::string& message); /** * Sends the current game info to the room. * @param game_info The game information. */ void SendGameInfo(const GameInfo& game_info); /** * Binds a function to an event that will be triggered every time the State of the member * changed. The function wil be called every time the event is triggered. The callback function * must not bind or unbind a function. Doing so will cause a deadlock * @param callback The function to call * @return A handle used for removing the function from the registered list */ CallbackHandle BindOnStateChanged(std::function callback); /** * Binds a function to an event that will be triggered every time a WifiPacket is received. * The function wil be called everytime the event is triggered. * The callback function must not bind or unbind a function. Doing so will cause a deadlock * @param callback The function to call * @return A handle used for removing the function from the registered list */ CallbackHandle BindOnWifiPacketReceived( std::function callback); /** * Binds a function to an event that will be triggered every time the RoomInformation changes. * The function wil be called every time the event is triggered. * The callback function must not bind or unbind a function. Doing so will cause a deadlock * @param callback The function to call * @return A handle used for removing the function from the registered list */ CallbackHandle BindOnRoomInformationChanged( std::function callback); /** * Binds a function to an event that will be triggered every time a ChatMessage is received. * The function wil be called every time the event is triggered. * The callback function must not bind or unbind a function. Doing so will cause a deadlock * @param callback The function to call * @return A handle used for removing the function from the registered list */ CallbackHandle BindOnChatMessageRecieved( std::function callback); /** * Leaves the current room. */ void Leave(); private: class RoomMemberImpl; std::unique_ptr room_member_impl; }; } // namespace Network