Implement basic virtual Room support based on enet (#2803)

* Added support for network with ENet lib,

connecting is possible, but data can't be sent, yet.

* fixup! Added support for network with ENet lib,

* fixup! CLang

* fixup! Added support for network with ENet lib,

* fixup! Added support for network with ENet lib,

* fixup! Clang format

* More fixups!

* Moved ENetHost* and ENetPeer* into pimpl classes

* fixup! Moved ENetHost* and ENetPeer* into pimpl classes

* fixup! Clang again

* fixup! Moved ENetHost* and ENetPeer* into pimpl classes

* fixup! Moved ENetHost* and ENetPeer* into pimpl classes

* fixup! Moved ENetHost* and ENetPeer* into pimpl classes
This commit is contained in:
B3n30 2017-07-07 21:34:15 +02:00 committed by bunnei
parent 22e7402ab1
commit 2e37ce01c9
15 changed files with 365 additions and 1 deletions

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set(SRCS
network.cpp
room.cpp
room_member.cpp
)
set(HEADERS
network.h
room.h
room_member.h
)
create_directory_groups(${SRCS} ${HEADERS})
add_library(network STATIC ${SRCS} ${HEADERS})
target_link_libraries(network PRIVATE common enet)

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src/network/network.cpp Normal file
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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/logging/log.h"
#include "enet/enet.h"
#include "network/network.h"
namespace Network {
static std::shared_ptr<RoomMember> g_room_member; ///< RoomMember (Client) for network games
static std::shared_ptr<Room> g_room; ///< Room (Server) for network games
// TODO(B3N30): Put these globals into a networking class
bool Init() {
if (enet_initialize() != 0) {
LOG_ERROR(Network, "Error initalizing ENet");
return false;
}
g_room = std::make_shared<Room>();
g_room_member = std::make_shared<RoomMember>();
LOG_DEBUG(Network, "initialized OK");
return true;
}
std::weak_ptr<Room> GetRoom() {
return g_room;
}
std::weak_ptr<RoomMember> GetRoomMember() {
return g_room_member;
}
void Shutdown() {
if (g_room_member) {
if (g_room_member->IsConnected())
g_room_member->Leave();
g_room_member.reset();
}
if (g_room) {
if (g_room->GetState() == Room::State::Open)
g_room->Destroy();
g_room.reset();
}
enet_deinitialize();
LOG_DEBUG(Network, "shutdown OK");
}
} // namespace Network

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src/network/network.h Normal file
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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "network/room.h"
#include "network/room_member.h"
namespace Network {
/// Initializes and registers the network device, the room, and the room member.
bool Init();
/// Returns a pointer to the room handle
std::weak_ptr<Room> GetRoom();
/// Returns a pointer to the room member handle
std::weak_ptr<RoomMember> GetRoomMember();
/// Unregisters the network device, the room, and the room member and shut them down.
void Shutdown();
} // namespace Network

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src/network/room.cpp Normal file
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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "enet/enet.h"
#include "network/room.h"
namespace Network {
/// Maximum number of concurrent connections allowed to this room.
static constexpr u32 MaxConcurrentConnections = 10;
class Room::RoomImpl {
public:
ENetHost* server = nullptr; ///< Network interface.
std::atomic<State> state{State::Closed}; ///< Current state of the room.
RoomInformation room_information; ///< Information about this room.
};
Room::Room() : room_impl{std::make_unique<RoomImpl>()} {}
Room::~Room() = default;
void Room::Create(const std::string& name, const std::string& server_address, u16 server_port) {
ENetAddress address;
address.host = ENET_HOST_ANY;
enet_address_set_host(&address, server_address.c_str());
address.port = server_port;
room_impl->server = enet_host_create(&address, MaxConcurrentConnections, NumChannels, 0, 0);
// TODO(B3N30): Allow specifying the maximum number of concurrent connections.
room_impl->state = State::Open;
room_impl->room_information.name = name;
room_impl->room_information.member_slots = MaxConcurrentConnections;
// TODO(B3N30): Start the receiving thread
}
Room::State Room::GetState() const {
return room_impl->state;
}
const RoomInformation& Room::GetRoomInformation() const {
return room_impl->room_information;
}
void Room::Destroy() {
room_impl->state = State::Closed;
// TODO(B3n30): Join the receiving thread
if (room_impl->server) {
enet_host_destroy(room_impl->server);
}
room_impl->room_information = {};
room_impl->server = nullptr;
}
} // namespace Network

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src/network/room.h Normal file
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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <string>
#include "common/common_types.h"
namespace Network {
constexpr u16 DefaultRoomPort = 1234;
constexpr size_t NumChannels = 1; // Number of channels used for the connection
struct RoomInformation {
std::string name; ///< Name of the server
u32 member_slots; ///< Maximum number of members in this room
};
/// This is what a server [person creating a server] would use.
class Room final {
public:
enum class State : u8 {
Open, ///< The room is open and ready to accept connections.
Closed, ///< The room is not opened and can not accept connections.
};
Room();
~Room();
/**
* Gets the current state of the room.
*/
State GetState() const;
/**
* Gets the room information of the room.
*/
const RoomInformation& GetRoomInformation() const;
/**
* Creates the socket for this room. Will bind to default address if
* server is empty string.
*/
void Create(const std::string& name, const std::string& server = "",
u16 server_port = DefaultRoomPort);
/**
* Destroys the socket
*/
void Destroy();
private:
class RoomImpl;
std::unique_ptr<RoomImpl> room_impl;
};
} // namespace Network

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "enet/enet.h"
#include "network/room_member.h"
namespace Network {
constexpr u32 ConnectionTimeoutMs = 5000;
class RoomMember::RoomMemberImpl {
public:
ENetHost* client = nullptr; ///< ENet network interface.
ENetPeer* server = nullptr; ///< The server peer the client is connected to
std::atomic<State> state{State::Idle}; ///< Current state of the RoomMember.
std::string nickname; ///< The nickname of this member.
};
RoomMember::RoomMember() : room_member_impl{std::make_unique<RoomMemberImpl>()} {
room_member_impl->client = enet_host_create(nullptr, 1, NumChannels, 0, 0);
ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
}
RoomMember::~RoomMember() {
ASSERT_MSG(!IsConnected(), "RoomMember is being destroyed while connected");
enet_host_destroy(room_member_impl->client);
}
RoomMember::State RoomMember::GetState() const {
return room_member_impl->state;
}
void RoomMember::Join(const std::string& nick, const char* server_addr, u16 server_port,
u16 client_port) {
ENetAddress address{};
enet_address_set_host(&address, server_addr);
address.port = server_port;
room_member_impl->server =
enet_host_connect(room_member_impl->client, &address, NumChannels, 0);
if (!room_member_impl->server) {
room_member_impl->state = State::Error;
return;
}
ENetEvent event{};
int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
room_member_impl->nickname = nick;
room_member_impl->state = State::Joining;
// TODO(B3N30): Send a join request with the nickname to the server
// TODO(B3N30): Start the receive thread
} else {
room_member_impl->state = State::CouldNotConnect;
}
}
bool RoomMember::IsConnected() const {
return room_member_impl->state == State::Joining || room_member_impl->state == State::Joined;
}
void RoomMember::Leave() {
enet_peer_disconnect(room_member_impl->server, 0);
room_member_impl->state = State::Idle;
// TODO(B3N30): Close the receive thread
enet_peer_reset(room_member_impl->server);
}
} // namespace Network

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src/network/room_member.h Normal file
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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <string>
#include "common/common_types.h"
#include "network/room.h"
namespace Network {
/**
* This is what a client [person joining a server] would use.
* It also has to be used if you host a game yourself (You'd create both, a Room and a
* RoomMembership for yourself)
*/
class RoomMember final {
public:
enum class State : u8 {
Idle, ///< Default state
Error, ///< Some error [permissions to network device missing or something]
Joining, ///< The client is attempting to join a room.
Joined, ///< The client is connected to the room and is ready to send/receive packets.
LostConnection, ///< Connection closed
// Reasons why connection was rejected
NameCollision, ///< Somebody is already using this name
MacCollision, ///< Somebody is already using that mac-address
CouldNotConnect ///< The room is not responding to a connection attempt
};
RoomMember();
~RoomMember();
/**
* Returns the status of our connection to the room.
*/
State GetState() const;
/**
* Returns whether we're connected to a server or not.
*/
bool IsConnected() const;
/**
* Attempts to join a room at the specified address and port, using the specified nickname.
* This may fail if the username is already taken.
*/
void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
const u16 serverPort = DefaultRoomPort, const u16 clientPort = 0);
/**
* Leaves the current room.
*/
void Leave();
private:
class RoomMemberImpl;
std::unique_ptr<RoomMemberImpl> room_member_impl;
};
} // namespace Network