/** * @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. * * @copyright Copyright (c) 2022 * */ #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/SimpleLayoutAppearWaitEnd.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" #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/seadExpHeap.h" #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 #include #define MAXPUPINDEX 32 struct UIDIndexNode { nn::account::Uid uid; int puppetIndex; }; class HideAndSeekIcon; class Client { SEAD_SINGLETON_DISPOSER(Client) public: Client(); void init(al::LayoutInitInfo const &initInfo, GameDataHolderAccessor holder); bool startThread(); void readFunc(); 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); 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); void resendInitPackets(); int getCollectedShinesCount() { return curCollectedShines.size(); } int getShineID(int index) { if (index < curCollectedShines.size()) { return curCollectedShines[index]; } return -1; } static void update(); static void clearArrays(); static bool tryAddPuppet(PuppetActor *puppet); static bool tryAddDebugPuppet(PuppetActor* puppet); static bool isFirstConnect() { return sInstance ? sInstance->mIsFirstConnect : false;} 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 sead::Heap *getClientHeap() { return sInstance ? sInstance->mHeap : nullptr; } static int getMaxPlayerCount() { return sInstance ? sInstance->maxPuppets + 1 : 10;} static const int getCurrentPort(); static int getConnectCount() { if (sInstance) return sInstance->mConnectCount; return 0; } static PuppetHolder* getPuppetHolder() { if (sInstance) return sInstance->mPuppetHolder; return nullptr; } static Keyboard* getKeyboard(); static const char* getCurrentIP(); static nn::account::Uid getClientId() { return sInstance ? sInstance->mUserID : nn::account::Uid::EmptyId;} static sead::FixedSafeString<0x20> getUsername() { return sInstance ? sInstance->mUsername : sead::FixedSafeString<0x20>::cEmptyString;} static void setStageInfo(GameDataHolderAccessor holder); static void setLastUsedIP(const char* ip); static void setLastUsedPort(const int port); static void setTagState(bool state); 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(); static void showUIMessage(const char16_t* msg); static void hideUIMessage(); 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 sendUdpHolePunch(); void sendUdpInit(); void disconnectPlayer(PlayerDC *packet); PuppetInfo* findPuppetInfo(const nn::account::Uid& id, bool isFindAvailable); bool startConnection(); // --- General Server Members --- al::AsyncFunctorThread *mReadThread = nullptr; // processes data queued in the SocketClient's RecvQueue int mConnectCount = 0; nn::account::Uid mUserID; sead::FixedSafeString<0x20> mUsername; bool mIsConnectionActive = false; // --- Server Syncing Members --- // array of shine IDs for checking if multiple shines have been collected in quick succession, all moons within the players stage that match the ID will be deleted sead::SafeArray curCollectedShines; 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(); GameInf lastGameInfPacket = GameInf(); GameInf emptyGameInfPacket = GameInf(); CostumeInf lastCostumeInfPacket = CostumeInf(); TagInf lastTagInfPacket = TagInf(); CaptureInf lastCaptureInfPacket = CaptureInf(); Keyboard* mKeyboard = nullptr; // keyboard for setting server IP hostname mServerIP; int mServerPort = 0; bool waitForGameInit = true; bool mIsFirstConnect = true; // --- Game Layouts --- al::WindowConfirmWait* mUIMessage; al::SimpleLayoutAppearWaitEnd *mConnectStatus; // --- 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 mShineArray; // List of all Shines currently in a Stage sead::FixedSafeString<0x40> mStageName; GameDataHolderAccessor mHolder; u8 mScenario = 0; sead::ExpHeap *mHeap = nullptr; // Custom FrameHeap used for all Client related memory // --- Puppet Info --- int maxPuppets = 9; // default max player count is 10, so default max puppets will be 9 PuppetInfo *mPuppetInfoArr[MAXPUPINDEX] = {}; PuppetHolder *mPuppetHolder = nullptr; PuppetInfo mDebugPuppetInfo; };