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https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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36f9343f83
Resend because: on server restarts the server will lose the stage and costume information. If only one client is connected to the server, the packets currently aren't resent, so the server doesn't know in which stage the client is and what costume it wears (which I'd like to display on the website). With more then one client connected it already works, because when another client joins the server, the client will send both packets.
280 lines
8.6 KiB
C++
280 lines
8.6 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/SimpleLayoutAppearWaitEnd.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/seadExpHeap.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 <cstddef>
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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 startThread();
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void readFunc();
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static void restartConnection();
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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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void resendInitPackets();
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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 update();
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static void clearArrays();
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static bool tryAddPuppet(PuppetActor *puppet);
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static bool tryAddDebugPuppet(PuppetActor* puppet);
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static bool isFirstConnect() { return sInstance ? sInstance->mIsFirstConnect : false;}
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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 sead::Heap *getClientHeap() { return sInstance ? sInstance->mHeap : nullptr; }
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static int getMaxPlayerCount() { return sInstance ? sInstance->maxPuppets + 1 : 10;}
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static const int getCurrentPort();
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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 Keyboard* getKeyboard();
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static const char* getCurrentIP();
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static nn::account::Uid getClientId() { return sInstance ? sInstance->mUserID : nn::account::Uid::EmptyId;}
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static sead::FixedSafeString<0x20> getUsername() { return sInstance ? sInstance->mUsername : sead::FixedSafeString<0x20>::cEmptyString;}
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static void setStageInfo(GameDataHolderAccessor holder);
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static void setLastUsedIP(const char* ip);
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static void setLastUsedPort(const int port);
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static void setTagState(bool state);
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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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al::AsyncFunctorThread *mReadThread = nullptr; // processes data queued in the SocketClient's RecvQueue
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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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GameInf emptyGameInfPacket = 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 mIsFirstConnect = true;
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// --- Game Layouts ---
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al::WindowConfirmWait* mConnectionWait;
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al::SimpleLayoutAppearWaitEnd *mConnectStatus;
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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::ExpHeap *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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