mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-17 08:55:10 +00:00
317 lines
No EOL
9.9 KiB
C++
317 lines
No EOL
9.9 KiB
C++
/**
|
|
* @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/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/seadFrameHeap.h"
|
|
#include "heap/seadHeap.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 <stdlib.h>
|
|
|
|
#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 StartThreads();
|
|
void readFunc();
|
|
void recvFunc();
|
|
static void restartConnection();
|
|
|
|
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 initMode(GameModeInitInfo const &initInfo);
|
|
|
|
static void sendHackCapInfPacket(const HackCap *hackCap);
|
|
static void sendPlayerInfPacket(const PlayerActorHakoniwa *player);
|
|
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 setGameActive(bool state);
|
|
|
|
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();
|
|
|
|
static GameMode getServerMode() {
|
|
return sInstance ? sInstance->mServerMode : GameMode::NONE;
|
|
}
|
|
|
|
static void setServerMode(GameMode mode) {
|
|
if (sInstance) sInstance->mServerMode = mode;
|
|
}
|
|
|
|
static GameMode getCurrentMode();
|
|
|
|
static GameModeBase* getModeBase() { return sInstance ? sInstance->mCurMode : nullptr; }
|
|
|
|
template <typename T>
|
|
static T* getMode() {return sInstance ? (T*)sInstance->mCurMode : nullptr;}
|
|
|
|
static GameModeConfigMenu* tryCreateModeMenu();
|
|
|
|
static int getMaxPlayerCount() { return sInstance ? sInstance->maxPuppets + 1 : 10;}
|
|
|
|
static void toggleCurrentMode();
|
|
|
|
static void updateStates();
|
|
|
|
static void clearArrays();
|
|
|
|
static Keyboard* getKeyboard();
|
|
|
|
static const char* getCurrentIP();
|
|
|
|
static void setLastUsedIP(const char* ip);
|
|
|
|
static const int getCurrentPort();
|
|
|
|
static void setLastUsedPort(const int port);
|
|
|
|
static void setTagState(bool state);
|
|
|
|
static int getConnectCount() {
|
|
if (sInstance)
|
|
return sInstance->mConnectCount;
|
|
return 0;
|
|
}
|
|
|
|
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 GameModeInfoBase* getModeInfo() {
|
|
return sInstance ? sInstance->mModeInfo : nullptr;
|
|
}
|
|
|
|
// should only be called during mode init
|
|
static void setModeInfo(GameModeInfoBase* info) {
|
|
if(sInstance) sInstance->mModeInfo = info;
|
|
}
|
|
|
|
static void tryRestartCurrentMode();
|
|
|
|
static bool isModeActive() { return sInstance ? sInstance->mIsModeActive : false; }
|
|
|
|
static bool isSelectedMode(GameMode mode) {
|
|
return sInstance ? sInstance->mCurMode->getMode() == mode : false;
|
|
}
|
|
|
|
static void showConnect();
|
|
|
|
static void showConnectError(const char16_t* msg);
|
|
|
|
static void hideConnect();
|
|
|
|
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);
|
|
|
|
PuppetInfo* findPuppetInfo(const nn::account::Uid& id, bool isFindAvailable);
|
|
|
|
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;
|
|
|
|
bool mIsConnectionActive = false;
|
|
|
|
// --- 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
|
|
sead::SafeArray<int, 128> 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();
|
|
CostumeInf lastCostumeInfPacket = CostumeInf();
|
|
|
|
Keyboard* mKeyboard = nullptr; // keyboard for setting server IP
|
|
|
|
sead::FixedSafeString<0x10> mServerIP;
|
|
|
|
int mServerPort = 0;
|
|
|
|
bool waitForGameInit = true;
|
|
bool isFirstConnect = true;
|
|
|
|
// --- Game Layouts ---
|
|
|
|
al::WindowConfirmWait* mConnectionWait;
|
|
|
|
// --- Game Info ---
|
|
|
|
bool mIsInGame = false;
|
|
|
|
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;
|
|
|
|
GameDataHolderAccessor mHolder;
|
|
|
|
u8 mScenario = 0;
|
|
|
|
sead::FrameHeap *mHeap = nullptr; // Custom FrameHeap used for all Client related memory
|
|
|
|
// --- Mode Info ---
|
|
|
|
GameModeBase* mCurMode = nullptr;
|
|
|
|
GameMode mServerMode = GameMode::NONE; // current mode set by server, will sometimes not match up with current game mode (until scene re-init) if server switches gamemodes
|
|
|
|
GameModeInfoBase *mModeInfo = nullptr;
|
|
|
|
bool mIsModeActive = false;
|
|
|
|
// --- 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;
|
|
}; |