mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-12-22 08:20:18 +00:00
Make "Reconnect to Server" option work if initial socket conn failed
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parent
8f21d43bc3
commit
23cdf1442d
4 changed files with 38 additions and 28 deletions
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@ -2,9 +2,9 @@
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* @file server/Client.hpp
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* @author CraftyBoss (https://github.com/CraftyBoss)
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* @brief main class responsible for handing all client-server related communications, as well as any gamemodes.
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*
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*
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* @copyright Copyright (c) 2022
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*
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*
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*/
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#pragma once
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@ -92,7 +92,7 @@ class Client {
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bool isShineCollected(int shineId);
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static void initMode(GameModeInitInfo const &initInfo);
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static void sendHackCapInfPacket(const HackCap *hackCap);
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static void sendPlayerInfPacket(const PlayerActorHakoniwa *player);
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static void sendGameInfPacket(const PlayerActorHakoniwa *player, GameDataHolderAccessor holder);
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@ -191,7 +191,7 @@ class Client {
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static void tryRestartCurrentMode();
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static bool isModeActive() { return sInstance ? sInstance->mIsModeActive : false; }
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static bool isSelectedMode(GameMode mode) { return sInstance ? sInstance->mCurMode->getMode() == mode: false; }
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void resetCollectedShines();
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@ -224,7 +224,7 @@ class Client {
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// 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
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al::AsyncFunctorThread *mReadThread = nullptr; // TODO: use this thread to send any queued packets
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// al::AsyncFunctorThread *mRecvThread; // TODO: use this thread to recieve packets and update PuppetInfo
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sead::SafeArray<UIDIndexNode, 16> puppetPlayerID;
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int mConnectCount = 0;
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@ -233,10 +233,10 @@ class Client {
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sead::FixedSafeString<0x20> mUsername;
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// --- Server Syncing Members ---
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// --- Server Syncing Members ---
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// 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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sead::SafeArray<int, 128> curCollectedShines;
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int collectedShineCount = 0;
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int lastCollectedShine = -1;
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@ -252,6 +252,7 @@ class Client {
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int mServerPort = 0;
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bool waitForGameInit = true;
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bool isFirstConnect = true;
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// --- Game Layouts ---
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@ -215,14 +215,16 @@ bool Client::startConnection() {
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Client::openKeyboardPort();
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}
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bool result = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
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bool socketConnected = mSocket->isConnected();
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if (!socketConnected) {
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socketConnected = mSocket->init(mServerIP.cstr(), mServerPort).isSuccess();
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}
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if (result) {
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bool clientConnected = false;
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if (socketConnected) {
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// wait for client init packet
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while (true) {
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if (mSocket->RECV()) {
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Packet* curPacket = mSocket->mPacketQueue.popFront();
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if (curPacket->mType == PacketType::CLIENTINIT) {
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@ -232,21 +234,20 @@ bool Client::startConnection() {
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maxPuppets = initPacket->maxPlayers - 1;
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}else {
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clientConnected = true;
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} else {
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Logger::log("First Packet was not Init!\n");
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result = false;
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clientConnected = false;
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}
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free(curPacket);
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}
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break;
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}
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}
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return result;
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return clientConnected;
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}
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/**
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@ -317,9 +318,10 @@ void Client::openKeyboardPort() {
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*/
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void Client::readFunc() {
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if (isFirstConnect) {
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if (waitForGameInit) {
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nn::os::YieldThread(); // sleep the thread for the first thing we do so that game init can finish
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nn::os::SleepThread(nn::TimeSpan::FromSeconds(2));
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waitForGameInit = false;
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}
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// we can use the start of readFunc to display an al::WindowConfirmWait while the server
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@ -398,7 +400,8 @@ void Client::readFunc() {
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mSocket->SEND(&initPacket); // re-send init packet as reconnect packet
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mConnectionWait->tryEnd();
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continue;
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} else {
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Logger::log("%s: not reconnected\n", __func__);
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}
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nn::os::YieldThread(); // if we're currently waiting on the socket to be initialized, wait until it is
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@ -449,7 +452,7 @@ void Client::readFunc() {
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updateShineInfo((ShineCollect*)curPacket);
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break;
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case PacketType::PLAYERDC:
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Logger::log("Recieved Player Disconnect!\n");
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Logger::log("Received Player Disconnect!\n");
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curPacket->mUserID.print();
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disconnectPlayer((PlayerDC*)curPacket);
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break;
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@ -17,8 +17,7 @@ nn::Result SocketClient::init(const char* ip, u16 port) {
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in_addr hostAddress = { 0 };
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sockaddr serverAddress = { 0 };
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if (socket_log_state != SOCKET_LOG_UNINITIALIZED && socket_log_state != SOCKET_LOG_DISCONNECTED)
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return -1;
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Logger::log("SocketClient::init: %s:%d sock %s\n", ip, port, getStateChar());
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nn::nifm::Initialize();
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nn::nifm::SubmitNetworkRequest();
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@ -80,7 +80,7 @@ StageSceneStateServerConfig::StageSceneStateServerConfig(const char *name, al::S
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mCurrentMenu = mMainOptions;
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}
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void StageSceneStateServerConfig::init() {
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void StageSceneStateServerConfig::init() {
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initNerve(&nrvStageSceneStateServerConfigMainMenu, 0);
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}
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@ -193,13 +193,20 @@ void StageSceneStateServerConfig::exeOpenKeyboardPort() {
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void StageSceneStateServerConfig::exeRestartServer() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Logger::log("Stopping connection\n");
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Client::stopConnection();
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}
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if (Client::isSocketActive()) {
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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auto* client = Client::sInstance;
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if (client) {
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Logger::log("%s: Socket state: %s\n", __func__, client->mSocket->getStateChar());
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client->StartThreads();
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}
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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void StageSceneStateServerConfig::exeGamemodeConfig() {
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@ -210,7 +217,7 @@ void StageSceneStateServerConfig::exeGamemodeConfig() {
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}
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subMenuUpdate();
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if (mIsDecideConfig && mCurrentList->isDecideEnd()) {
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if (mGamemodeConfigMenu->updateMenu(mCurrentList->mCurSelected)) {
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endSubMenu();
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@ -220,7 +227,7 @@ void StageSceneStateServerConfig::exeGamemodeConfig() {
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void StageSceneStateServerConfig::exeGamemodeSelect() {
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if (al::isFirstStep(this)) {
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mCurrentList = mModeSelectList;
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mCurrentMenu = mModeSelect;
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