citra/src/network/room.h
Ben 4be12d5f56 NWM_UDS:: Check flags in SendTo (#3481)
* 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
2018-03-27 15:01:29 +03:00

119 lines
3.3 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <memory>
#include <string>
#include <vector>
#include "common/common_types.h"
namespace Network {
constexpr u32 network_version = 2; ///< The version of this Room and RoomMember
constexpr u16 DefaultRoomPort = 24872;
constexpr u32 MaxMessageSize = 500;
/// Maximum number of concurrent connections allowed to this room.
static constexpr u32 MaxConcurrentConnections = 254;
constexpr size_t NumChannels = 1; // Number of channels used for the connection
struct RoomInformation {
std::string name; ///< Name of the server
u32 member_slots; ///< Maximum number of members in this room
std::string uid; ///< The unique ID of the room
u16 port; ///< The port of this room
std::string preferred_game; ///< Game to advertise that you want to play
u64 preferred_game_id; ///< Title ID for the advertised game
};
struct GameInfo {
std::string name{""};
u64 id{0};
};
using MacAddress = std::array<u8, 6>;
/// A special MAC address that tells the room we're joining to assign us a MAC address
/// automatically.
constexpr MacAddress NoPreferredMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
// 802.11 broadcast MAC address
constexpr MacAddress BroadcastMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
// The different types of messages that can be sent. The first byte of each packet defines the type
enum RoomMessageTypes : u8 {
IdJoinRequest = 1,
IdJoinSuccess,
IdRoomInformation,
IdSetGameInfo,
IdWifiPacket,
IdChatMessage,
IdNameCollision,
IdMacCollision,
IdVersionMismatch,
IdWrongPassword,
IdCloseRoom
};
/// This is what a server [person creating a server] would use.
class Room final {
public:
enum class State : u8 {
Open, ///< The room is open and ready to accept connections.
Closed, ///< The room is not opened and can not accept connections.
};
struct Member {
std::string nickname; ///< The nickname of the member.
GameInfo game_info; ///< The current game of the member
MacAddress mac_address; ///< The assigned mac address of the member.
};
Room();
~Room();
/**
* Gets the current state of the room.
*/
State GetState() const;
/**
* Gets the room information of the room.
*/
const RoomInformation& GetRoomInformation() const;
/**
* Gets a list of the mbmers connected to the room.
*/
std::vector<Member> GetRoomMemberList() const;
/**
* Checks if the room is password protected
*/
bool HasPassword() const;
/**
* Creates the socket for this room. Will bind to default address if
* server is empty string.
*/
bool Create(const std::string& name, const std::string& server = "",
u16 server_port = DefaultRoomPort, const std::string& password = "",
const u32 max_connections = MaxConcurrentConnections,
const std::string& preferred_game = "", u64 preferred_game_id = 0);
/**
* Destroys the socket
*/
void Destroy();
private:
class RoomImpl;
std::unique_ptr<RoomImpl> room_impl;
};
} // namespace Network