mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-22 03:05:16 +00:00
Merge pull request #13 from VelocityRa/serverconfig-fixes
Server Config fixes
This commit is contained in:
commit
4b83934a47
7 changed files with 63 additions and 48 deletions
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@ -32,9 +32,9 @@ class SocketBase {
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const char *sock_ip;
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u16 port;
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u8 socket_log_state;
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u8 socket_log_state = SOCKET_LOG_UNINITIALIZED;
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s32 socket_log_socket;
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int sock_flags;
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};
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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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@ -22,12 +22,16 @@ while True:
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print(f'Switch Connected! IP: {client_address[0]} Port: {client_address[1]}')
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while True:
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data = connection.recv(1024)
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if data:
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print(data.decode("utf-8"), end='', flush=True)
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else:
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print(f'Connection Terminated.')
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break
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except ConnectionResetError:
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print("Connection reset")
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finally:
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# Clean up the connection
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connection.close()
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connection.close()
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@ -137,6 +137,7 @@ void drawMainHook(HakoniwaSequence *curSequence, sead::Viewport *viewport, sead:
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gTextWriter->printf("Is in Capture: %s\n", curPupInfo->isCaptured ? "True" : "False");
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gTextWriter->printf("Puppet Stage: %s\n", curPupInfo->stageName);
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gTextWriter->printf("Puppet Scenario: %u\n", curPupInfo->scenarioNo);
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gTextWriter->printf("Puppet Costume: H: %s B: %s\n", curPupInfo->costumeHead, curPupInfo->costumeBody);
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//gTextWriter->printf("Packet Coords:\nX: %f\nY: %f\nZ: %f\n", curPupInfo->playerPos.x, curPupInfo->playerPos.y, curPupInfo->playerPos.z);
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// if (curModel) {
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// sead::Vector3f* pupPos = al::getTrans(curModel);
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@ -165,7 +166,7 @@ void drawMainHook(HakoniwaSequence *curSequence, sead::Viewport *viewport, sead:
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if (debugPuppet && debugInfo) {
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al::LiveActor *curModel = debugPuppet->getCurrentModel();
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gTextWriter->printf("Is Nametag Visible: %s\n", BTOC(debugPuppet->mNameTag->isVisible()));
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gTextWriter->printf("Is Nametag Alive: %s\n", BTOC(debugPuppet->mNameTag->mIsAlive));
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gTextWriter->printf("Nametag Normalized Dist: %f\n", debugPuppet->mNameTag->mNormalizedDist);
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@ -178,14 +179,14 @@ void drawMainHook(HakoniwaSequence *curSequence, sead::Viewport *viewport, sead:
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}
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break;
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case 2:
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{
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{
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al::PlayerHolder *pHolder = al::getScenePlayerHolder(curScene);
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PlayerActorHakoniwa *p1 = pHolder->tryGetPlayer(0);
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if (p1->mHackKeeper && p1->mHackKeeper->currentHackActor) {
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al::LiveActor *curHack = p1->mHackKeeper->currentHackActor;
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gTextWriter->printf("Current Hack Animation: %s\n", al::getActionName(curHack));
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gTextWriter->printf("Current Hack Name: %s\n",
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p1->mHackKeeper->getCurrentHackName());
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@ -209,14 +210,14 @@ void drawMainHook(HakoniwaSequence *curSequence, sead::Viewport *viewport, sead:
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gTextWriter->printf("Cap Skew: %f\n", p1->mHackCap->mJointKeeper->mSkew);
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}
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}
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}
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}
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break;
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default:
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break;
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}
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renderer->begin();
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//sead::Matrix34f mat = sead::Matrix34f::ident;
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//mat.setBase(3, sead::Vector3f::zero); // Sets the position of the matrix.
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// For cubes, you need to put this at the location.
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@ -244,7 +245,7 @@ void sendShinePacket(GameDataHolderWriter thisPtr, Shine* curShine) {
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if (!curShine->isGot()) {
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Client::sendShineCollectPacket(curShine->shineId);
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}
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GameDataFunction::setGotShine(thisPtr, curShine->curShineInfo);
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}
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@ -252,7 +253,7 @@ void stageInitHook(al::ActorInitInfo *info, StageScene *curScene, al::PlacementI
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al::initActorInitInfo(info, curScene, placement, lytInfo, factory, sceneMsgCtrl,
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dataHolder);
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Client::clearArrays();
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Client::setSceneInfo(*info, curScene);
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@ -264,7 +265,7 @@ void stageInitHook(al::ActorInitInfo *info, StageScene *curScene, al::PlacementI
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}
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Client::sendGameInfPacket(info->mActorSceneInfo.mSceneObjHolder);
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}
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PlayerCostumeInfo *setPlayerModel(al::LiveActor *player, const al::ActorInitInfo &initInfo, const char *bodyModel, const char *capModel, al::AudioKeeper *keeper, bool isCloset) {
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@ -281,7 +282,7 @@ ulong constructHook() { // hook for constructing anything we need to globally b
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__asm("MOV %[result], X20"
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: [result] "=r"(
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initInfo)); // Save our scenes init info to a gloabl ptr so we can access it later
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Client::sInstance = new Client(playBufSize);
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return 0x20;
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@ -311,7 +312,7 @@ bool hakoniwaSequenceHook(HakoniwaSequence* sequence) {
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if (isFirstStep) {
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Client::tryRestartCurrentMode();
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}
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isInGame = !stageScene->isPause();
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Client::setGameActive(!stageScene->isPause());
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@ -348,7 +349,7 @@ bool hakoniwaSequenceHook(HakoniwaSequence* sequence) {
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if (debugPuppetIndex >= playBufSize)
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debugPuppetIndex = 0;
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}
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} else if (al::isPadHoldL(-1)) {
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if (al::isPadTriggerLeft(-1)) Client::toggleCurrentMode();
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if (al::isPadTriggerRight(-1)) {
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@ -389,7 +390,7 @@ bool hakoniwaSequenceHook(HakoniwaSequence* sequence) {
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}
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void seadPrintHook(const char *fmt, ...)
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void seadPrintHook(const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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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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@ -780,19 +783,19 @@ void Client::updatePlayerInfo(PlayerInf *packet) {
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if (packet->actName != PlayerAnims::Type::Unknown) {
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strcpy(curInfo->curAnimStr, PlayerAnims::FindStr(packet->actName));
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if (curInfo->curAnimStr[0] == '\0')
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Logger::log("[ERROR] %s: actName was out of bounds: %d\n", __func__, packet->actName);
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} else {
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strcpy(curInfo->curAnimStr, "Wait");
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}
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if (strlen(curInfo->curAnimStr) == 0)
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Logger::log("[ERROR] %s: actName was out of bounds: %d", __func__, packet->actName);
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if(packet->subActName != PlayerAnims::Type::Unknown) {
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strcpy(curInfo->curSubAnimStr, PlayerAnims::FindStr(packet->subActName));
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if (curInfo->curSubAnimStr[0] == '\0')
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Logger::log("[ERROR] %s: subActName was out of bounds: %d\n", __func__, packet->subActName);
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} else {
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strcpy(curInfo->curSubAnimStr, "");
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}
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if (strlen(curInfo->curSubAnimStr) == 0)
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Logger::log("[ERROR] %s: subActName was out of bounds: %d", __func__, packet->subActName);
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curInfo->curAnim = packet->actName;
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curInfo->curSubAnim = packet->subActName;
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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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@ -183,7 +183,7 @@ void StageSceneStateServerConfig::exeOpenKeyboardPort() {
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Client::getKeyboard()->setHeaderText(u"Set a Server Port Below.");
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Client::getKeyboard()->setSubText(u"");
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Client::openKeyboardIP();
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Client::openKeyboardPort();
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// anything that happens after this will be ran after the keyboard closes
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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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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