Jasper St. Pierre 3b32d3c90d NetPlay: Split the server out, and make the local system manage a client as well
This should be transparent, but it may cause regressions.

The idea here is that now all players, including the host of the server,
talk to the server through TCP/IP networking. This significantly reduces
our codepaths through netplay, and will prevent strange local-only bugs
from happening.

The cleanup isn't 100% finished yet. The NetPlay dialog still drives the
server through private APIs. I eventually want to sanction off the server
entirely, so all communication is done through TCP/IP. This will allow us
to have high-traffic public servers that can relay multiple games and
lobbies at a time, and split off channel and game management to people
other than the host.

This is all still just a pipe dream, though.
2013-08-05 04:42:26 -04:00

138 lines
2.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _NETWINDOW_H_
#define _NETWINDOW_H_
#include "CommonTypes.h"
#include <queue>
#include <string>
#include <wx/wx.h>
#include <wx/event.h>
#include <wx/sizer.h>
#include <wx/dialog.h>
#include <wx/notebook.h>
#include <wx/gbsizer.h>
#include <wx/listbox.h>
#include <wx/spinctrl.h>
#include "GameListCtrl.h"
#include "FifoQueue.h"
#include "NetPlay.h"
enum
{
NP_GUI_EVT_CHANGE_GAME = 45,
NP_GUI_EVT_START_GAME,
NP_GUI_EVT_STOP_GAME,
};
class NetPlaySetupDiag : public wxFrame
{
public:
NetPlaySetupDiag(wxWindow* const parent, const CGameListCtrl* const game_list);
~NetPlaySetupDiag();
private:
void OnJoin(wxCommandEvent& event);
void OnHost(wxCommandEvent& event);
void OnQuit(wxCommandEvent& event);
void MakeNetPlayDiag(int port, const std::string &game, bool is_hosting);
wxTextCtrl *m_nickname_text,
*m_host_port_text,
*m_connect_port_text,
*m_connect_ip_text;
wxListBox* m_game_lbox;
#ifdef USE_UPNP
wxCheckBox* m_upnp_chk;
#endif
const CGameListCtrl* const m_game_list;
};
class NetPlayDiag : public wxFrame, public NetPlayUI
{
public:
NetPlayDiag(wxWindow* const parent, const CGameListCtrl* const game_list
, const std::string& game, const bool is_hosting = false);
~NetPlayDiag();
Common::FifoQueue<std::string> chat_msgs;
void OnStart(wxCommandEvent& event);
void OnStop(wxCommandEvent& event);
// implementation of NetPlayUI methods
void BootGame(const std::string& filename);
void StopGame();
void Update();
void AppendChat(const std::string& msg);
void OnMsgChangeGame(const std::string& filename);
void OnMsgStartGame();
void OnMsgStopGame();
static NetPlayDiag *&GetInstance() { return npd; };
private:
DECLARE_EVENT_TABLE()
void OnChat(wxCommandEvent& event);
void OnQuit(wxCommandEvent& event);
void OnThread(wxCommandEvent& event);
void OnChangeGame(wxCommandEvent& event);
void OnAdjustBuffer(wxCommandEvent& event);
void OnConfigPads(wxCommandEvent& event);
void GetNetSettings(NetSettings &settings);
const std::string& FindGame();
wxListBox* m_player_lbox;
wxTextCtrl* m_chat_text;
wxTextCtrl* m_chat_msg_text;
wxCheckBox* m_memcard_write;
std::string m_selected_game;
wxButton* m_game_btn;
std::vector<int> m_playerids;
const CGameListCtrl* const m_game_list;
static NetPlayDiag* npd;
};
class ChangeGameDiag : public wxDialog
{
public:
ChangeGameDiag(wxWindow* const parent, const CGameListCtrl* const game_list, wxString& game_name);
private:
void OnPick(wxCommandEvent& event);
wxListBox* m_game_lbox;
wxString& m_game_name;
};
class PadMapDiag : public wxDialog
{
public:
PadMapDiag(wxWindow* const parent, int map[]);
private:
void OnAdjust(wxCommandEvent& event);
wxChoice* m_map_cbox[4];
int* const m_mapping;
};
#endif // _NETWINDOW_H_