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https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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b3a30b09f7
Oops! teehee SmileW
271 lines
8.4 KiB
C++
271 lines
8.4 KiB
C++
/**
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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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* @copyright Copyright (c) 2022
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*
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*/
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#pragma once
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#include "Keyboard.hpp"
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#include "al/actor/ActorInitInfo.h"
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#include "al/actor/ActorSceneInfo.h"
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#include "al/async/AsyncFunctorThread.h"
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#include "al/async/FunctorV0M.hpp"
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#include "al/LiveActor/LiveActor.h"
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#include "al/layout/LayoutInitInfo.h"
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#include "al/layout/WindowConfirmWait.h"
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#include "al/util.hpp"
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#include "al/layout/LayoutActor.h"
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#include "al/gamepad/util.h"
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#include "al/camera/CameraPoser.h"
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#include "al/camera/alCameraPoserFunction.h"
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#include "container/seadPtrArray.h"
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#include "game/Actors/Shine.h"
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#include "game/GameData/GameDataHolderAccessor.h"
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#include "game/Player/PlayerActorHakoniwa.h"
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#include "game/StageScene/StageScene.h"
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#include "game/Layouts/CoinCounter.h"
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#include "game/Player/PlayerFunction.h"
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#include "game/GameData/GameDataHolderWriter.h"
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#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"
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#include "rs/util.hpp"
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#include "sead/heap/seadDisposer.h"
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#include "sead/math/seadVector.h"
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#include "sead/math/seadMatrix.h"
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#include "sead/prim/seadSafeString.h"
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#include "sead/prim/seadSafeString.hpp"
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#include "sead/gfx/seadCamera.h"
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#include "sead/basis/seadNew.h"
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#include "sead/container/seadSafeArray.h"
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#include "sead/thread/seadMutex.h"
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#include "nn/account.h"
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#include "server/gamemode/GameModeBase.hpp"
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#include "server/gamemode/GameModeConfigMenu.hpp"
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#include "server/gamemode/GameModeInfoBase.hpp"
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#include "server/gamemode/GameModeTimer.hpp"
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#include "types.h"
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#include "logger.hpp"
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#include "server/SocketClient.hpp"
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#include "helpers.hpp"
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#include "puppets/HackModelHolder.hpp"
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#include "puppets/PuppetHolder.hpp"
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#include "syssocket/sockdefines.h"
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#include "debugMenu.hpp"
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#include "Keyboard.hpp"
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#include "puppets/PuppetInfo.h"
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#include <stdlib.h>
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#define MAXPUPINDEX 32
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struct UIDIndexNode {
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nn::account::Uid uid;
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int puppetIndex;
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};
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class HideAndSeekIcon;
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class Client {
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SEAD_SINGLETON_DISPOSER(Client)
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public:
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Client();
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void init(al::LayoutInitInfo const &initInfo, GameDataHolderAccessor holder);
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bool StartThreads();
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void readFunc();
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void recvFunc();
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static void restartConnection();
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bool isDone() { return mReadThread->isDone(); };
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static bool isSocketActive() { return sInstance ? sInstance->mSocket->isConnected() : false; };
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bool isPlayerConnected(int index) { return mPuppetInfoArr[index]->isConnected; }
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static bool isNeedUpdateShines();
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bool isShineCollected(int shineId);
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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);
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static void sendGameInfPacket(GameDataHolderAccessor holder);
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static void sendCostumeInfPacket(const char *body, const char *cap);
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static void sendShineCollectPacket(int shineId);
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static void sendTagInfPacket();
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static void sendCaptureInfPacket(const PlayerActorHakoniwa *player);
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int getCollectedShinesCount() { return curCollectedShines.size(); }
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int getShineID(int index) { if (index < curCollectedShines.size()) { return curCollectedShines[index]; } return -1; }
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static void setStageInfo(GameDataHolderAccessor holder);
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static bool tryAddPuppet(PuppetActor *puppet);
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static bool tryAddDebugPuppet(PuppetActor* puppet);
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static const char *getClientName() { return sInstance ? sInstance->mUsername.cstr() : "Player"; }
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static PuppetActor *getPuppet(int idx);
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static PuppetInfo *getPuppetInfo(int idx);
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static PuppetInfo *getLatestInfo();
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static PuppetInfo *getDebugPuppetInfo();
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static PuppetActor* getDebugPuppet();
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static int getMaxPlayerCount() { return sInstance ? sInstance->maxPuppets + 1 : 10;}
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static void updateStates();
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static void clearArrays();
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static Keyboard* getKeyboard();
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static const char* getCurrentIP();
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static void setLastUsedIP(const char* ip);
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static const int getCurrentPort();
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static void setLastUsedPort(const int port);
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static void setTagState(bool state);
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static int getConnectCount() {
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if (sInstance)
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return sInstance->mConnectCount;
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return 0;
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}
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static PuppetHolder* getPuppetHolder() {
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if (sInstance)
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return sInstance->mPuppetHolder;
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return nullptr;
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}
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static void setSceneInfo(const al::ActorInitInfo& initInfo, const StageScene *stageScene);
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static bool tryRegisterShine(Shine* shine);
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static Shine* findStageShine(int shineID);
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static void updateShines();
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static bool openKeyboardIP();
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static bool openKeyboardPort();
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static void showConnect();
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static void showConnectError(const char16_t* msg);
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static void hideConnect();
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void resetCollectedShines();
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void removeShine(int shineId);
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// public for debug purposes
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SocketClient *mSocket;
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private:
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void updatePlayerInfo(PlayerInf *packet);
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void updateHackCapInfo(HackCapInf *packet);
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void updateGameInfo(GameInf *packet);
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void updateCostumeInfo(CostumeInf *packet);
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void updateShineInfo(ShineCollect *packet);
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void updatePlayerConnect(PlayerConnect *packet);
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void updateTagInfo(TagInf *packet);
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void updateCaptureInfo(CaptureInf* packet);
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void sendToStage(ChangeStagePacket* packet);
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void disconnectPlayer(PlayerDC *packet);
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PuppetInfo* findPuppetInfo(const nn::account::Uid& id, bool isFindAvailable);
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bool startConnection();
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// --- General Server Members ---
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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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int mConnectCount = 0;
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nn::account::Uid mUserID;
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sead::FixedSafeString<0x20> mUsername;
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bool mIsConnectionActive = false;
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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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int collectedShineCount = 0;
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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
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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;
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// --- Game Layouts ---
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al::WindowConfirmWait* mConnectionWait;
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// --- Game Info ---
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bool isClientCaptured = false;
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bool isSentCaptureInf = false;
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bool isSentHackInf = false;
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al::ActorSceneInfo*
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mSceneInfo = nullptr; // TODO: create custom scene info class with only the info we actually need
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const StageScene *mCurStageScene = nullptr;
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sead::PtrArray<Shine> mShineArray; // List of all Shines currently in a Stage
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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;
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PuppetInfo mDebugPuppetInfo;
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};
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