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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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*
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* @ copyright Copyright ( c ) 2022
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*
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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"
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# 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"
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# include "heap/seadFrameHeap.h"
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# 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>
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# define MAXPUPINDEX 32
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struct UIDIndexNode {
nn : : account : : Uid uid ;
int puppetIndex ;
} ;
class HideAndSeekIcon ;
class Client {
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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 ( ) ;
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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 ) ;
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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 ( ) ;
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static int getMaxPlayerCount ( ) { return sInstance ? sInstance - > maxPuppets + 1 : 10 ; }
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static void updateStates ( ) ;
static void clearArrays ( ) ;
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static Keyboard * getKeyboard ( ) ;
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static const char * getCurrentIP ( ) ;
static void setLastUsedIP ( const char * ip ) ;
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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 ( ) ;
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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 ) ;
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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 ;
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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
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sead : : SafeArray < int , 128 > curCollectedShines ;
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int collectedShineCount = 0 ;
int lastCollectedShine = - 1 ;
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// 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 ( ) ;
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CostumeInf lastCostumeInfPacket = CostumeInf ( ) ;
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Keyboard * mKeyboard = nullptr ; // keyboard for setting server IP
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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 ;
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GameDataHolderAccessor mHolder ;
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u8 mScenario = 0 ;
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sead : : FrameHeap * mHeap = nullptr ; // Custom FrameHeap used for all Client related memory
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// --- Puppet Info ---
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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 ;
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} ;