SuperMarioOdysseyOnline/include/server/Client.hpp

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/**
* @file server/Client.hpp
* @author CraftyBoss (https://github.com/CraftyBoss)
* @brief main class responsible for handing all client-server related communications, as well as any gamemodes.
*
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* @copyright Copyright (c) 2022
*
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*/
#pragma once
#include "Keyboard.hpp"
#include "al/actor/ActorInitInfo.h"
#include "al/actor/ActorSceneInfo.h"
#include "al/async/AsyncFunctorThread.h"
#include "al/async/FunctorV0M.hpp"
#include "al/LiveActor/LiveActor.h"
#include "al/layout/LayoutInitInfo.h"
#include "al/layout/WindowConfirmWait.h"
#include "al/util.hpp"
#include "al/layout/LayoutActor.h"
#include "al/gamepad/util.h"
#include "al/camera/CameraPoser.h"
#include "al/camera/alCameraPoserFunction.h"
#include "container/seadPtrArray.h"
#include "game/Actors/Shine.h"
#include "game/GameData/GameDataHolderAccessor.h"
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#include "game/Player/PlayerActorHakoniwa.h"
#include "game/StageScene/StageScene.h"
#include "game/Layouts/CoinCounter.h"
#include "game/Player/PlayerFunction.h"
#include "game/GameData/GameDataHolderWriter.h"
#include "game/GameData/GameDataFunction.h"
#include "heap/seadFrameHeap.h"
#include "heap/seadHeap.h"
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#include "layouts/HideAndSeekIcon.h"
#include "rs/util.hpp"
#include "sead/heap/seadDisposer.h"
#include "sead/math/seadVector.h"
#include "sead/math/seadMatrix.h"
#include "sead/prim/seadSafeString.h"
#include "sead/prim/seadSafeString.hpp"
#include "sead/gfx/seadCamera.h"
#include "sead/basis/seadNew.h"
#include "sead/container/seadSafeArray.h"
#include "sead/thread/seadMutex.h"
#include "nn/account.h"
#include "server/gamemode/GameModeBase.hpp"
#include "server/gamemode/GameModeConfigMenu.hpp"
#include "server/gamemode/GameModeInfoBase.hpp"
#include "server/gamemode/GameModeTimer.hpp"
#include "types.h"
#include "logger.hpp"
#include "server/SocketClient.hpp"
#include "helpers.hpp"
#include "puppets/HackModelHolder.hpp"
#include "puppets/PuppetHolder.hpp"
#include "syssocket/sockdefines.h"
#include "debugMenu.hpp"
#include "Keyboard.hpp"
#include "puppets/PuppetInfo.h"
#include <stdlib.h>
#define MAXPUPINDEX 32
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struct UIDIndexNode {
nn::account::Uid uid;
int puppetIndex;
};
class HideAndSeekIcon;
class Client {
SEAD_SINGLETON_DISPOSER(Client)
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public:
Client();
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void init(al::LayoutInitInfo const &initInfo, GameDataHolderAccessor holder);
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bool StartThreads();
void readFunc();
void recvFunc();
static void restartConnection();
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bool isDone() { return mReadThread->isDone(); };
static bool isSocketActive() { return sInstance ? sInstance->mSocket->isConnected() : false; };
bool isPlayerConnected(int index) { return mPuppetInfoArr[index]->isConnected; }
static bool isNeedUpdateShines();
bool isShineCollected(int shineId);
static void sendHackCapInfPacket(const HackCap *hackCap);
static void sendPlayerInfPacket(const PlayerActorBase *player, bool isYukimaru);
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static void sendGameInfPacket(const PlayerActorHakoniwa *player, GameDataHolderAccessor holder);
static void sendGameInfPacket(GameDataHolderAccessor holder);
static void sendCostumeInfPacket(const char *body, const char *cap);
static void sendShineCollectPacket(int shineId);
static void sendTagInfPacket();
static void sendCaptureInfPacket(const PlayerActorHakoniwa *player);
int getCollectedShinesCount() { return curCollectedShines.size(); }
int getShineID(int index) { if (index < curCollectedShines.size()) { return curCollectedShines[index]; } return -1; }
static void setStageInfo(GameDataHolderAccessor holder);
static bool tryAddPuppet(PuppetActor *puppet);
static bool tryAddDebugPuppet(PuppetActor* puppet);
static const char *getClientName() { return sInstance ? sInstance->mUsername.cstr() : "Player"; }
static PuppetActor *getPuppet(int idx);
static PuppetInfo *getPuppetInfo(int idx);
static PuppetInfo *getLatestInfo();
static PuppetInfo *getDebugPuppetInfo();
static PuppetActor* getDebugPuppet();
static int getMaxPlayerCount() { return sInstance ? sInstance->maxPuppets + 1 : 10;}
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static void updateStates();
static void clearArrays();
static Keyboard* getKeyboard();
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static const char* getCurrentIP();
static void setLastUsedIP(const char* ip);
static const int getCurrentPort();
static void setLastUsedPort(const int port);
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static void setTagState(bool state);
static int getConnectCount() {
if (sInstance)
return sInstance->mConnectCount;
return 0;
}
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static PuppetHolder* getPuppetHolder() {
if (sInstance)
return sInstance->mPuppetHolder;
return nullptr;
}
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static void setSceneInfo(const al::ActorInitInfo& initInfo, const StageScene *stageScene);
static bool tryRegisterShine(Shine* shine);
static Shine* findStageShine(int shineID);
static void updateShines();
static bool openKeyboardIP();
static bool openKeyboardPort();
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static void showConnect();
static void showConnectError(const char16_t* msg);
static void hideConnect();
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void resetCollectedShines();
void removeShine(int shineId);
// public for debug purposes
SocketClient *mSocket;
private:
void updatePlayerInfo(PlayerInf *packet);
void updateHackCapInfo(HackCapInf *packet);
void updateGameInfo(GameInf *packet);
void updateCostumeInfo(CostumeInf *packet);
void updateShineInfo(ShineCollect *packet);
void updatePlayerConnect(PlayerConnect *packet);
void updateTagInfo(TagInf *packet);
void updateCaptureInfo(CaptureInf* packet);
void sendToStage(ChangeStagePacket* packet);
void disconnectPlayer(PlayerDC *packet);
PuppetInfo* findPuppetInfo(const nn::account::Uid& id, bool isFindAvailable);
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bool startConnection();
// --- General Server Members ---
// currently, only readThread is used to recieve and update PuppetInfo, while the main game thread is used to send packets without queueing them up first, which might cause performance issues
al::AsyncFunctorThread *mReadThread = nullptr; // TODO: use this thread to send any queued packets
// al::AsyncFunctorThread *mRecvThread; // TODO: use this thread to recieve packets and update PuppetInfo
int mConnectCount = 0;
nn::account::Uid mUserID;
sead::FixedSafeString<0x20> mUsername;
bool mIsConnectionActive = false;
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// --- Server Syncing Members ---
// array of shine IDs for checking if multiple shines have been collected in quick sucession, all moons within the players stage that match the ID will be deleted
sead::SafeArray<int, 128> curCollectedShines;
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int collectedShineCount = 0;
int lastCollectedShine = -1;
// Backups for our last player/game packets, used for example to re-send them for newly connected clients
PlayerInf lastPlayerInfPacket = PlayerInf();
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GameInf lastGameInfPacket = GameInf();
CostumeInf lastCostumeInfPacket = CostumeInf();
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Keyboard* mKeyboard = nullptr; // keyboard for setting server IP
hostname mServerIP;
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int mServerPort = 0;
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bool waitForGameInit = true;
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bool isFirstConnect = true;
// --- Game Layouts ---
al::WindowConfirmWait* mConnectionWait;
// --- Game Info ---
bool isClientCaptured = false;
bool isSentCaptureInf = false;
bool isSentHackInf = false;
al::ActorSceneInfo*
mSceneInfo = nullptr; // TODO: create custom scene info class with only the info we actually need
const StageScene *mCurStageScene = nullptr;
sead::PtrArray<Shine> mShineArray; // List of all Shines currently in a Stage
sead::FixedSafeString<0x40> mStageName;
GameDataHolderAccessor mHolder;
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u8 mScenario = 0;
sead::FrameHeap *mHeap = nullptr; // Custom FrameHeap used for all Client related memory
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// --- Puppet Info ---
int maxPuppets = 9; // default max player count is 10, so default max puppets will be 9
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PuppetInfo *mPuppetInfoArr[MAXPUPINDEX] = {};
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PuppetHolder *mPuppetHolder = nullptr;
PuppetInfo mDebugPuppetInfo;
};