2009-07-28 21:32:10 +00:00
										 
									 
								 
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								// Copyright (C) 2003 Dolphin Project.
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											2009-07-19 09:15:00 +00:00
										 
									 
								 
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#ifndef _NETSOCKETS_H_
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								#define _NETSOCKETS_H_
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								#include <SFML/Network.hpp>
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								class NetPlay;
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								#include "Common.h"
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								#include "NetStructs.h"
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								#include <wx/wx.h>
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								struct Clients {
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									std::string       nick;
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									sf::SocketTCP     socket;
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									unsigned short    port;
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									sf::IPAddress     address;
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									bool              ready;
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								};
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								class NetEvent
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								{
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									public:
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										NetEvent(NetPlay* netptr) { m_netptr = netptr; }
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										~NetEvent() {};
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										void SendEvent(int EventType, std::string="NULL", int=NULL);
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										void AppendText(const wxString text);
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									private:
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										NetPlay          *m_netptr;
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								};
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								class ServerSide : public wxThread
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								{
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									public:
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										ServerSide(NetPlay* netptr, sf::SocketTCP, sf::SocketUDP, int netmodel, std::string nick);
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										~ServerSide() {};
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										virtual void *Entry();
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										void Write(int socknb, const char *data, size_t size, long *ping=NULL);
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										void WriteUDP(int socknb, const char *data, size_t size);
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										bool isNewPadData(u32 *netValues, bool current, int client=0);
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									private:
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										bool SyncValues(unsigned char, sf::IPAddress);
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										bool RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time = 0);
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										char GetSocket(sf::SocketTCP Socket);
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										void OnServerData(int sock, unsigned char data);
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										void IsEveryoneReady();
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										NetPlay          *m_netptr;
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										NetEvent         *Event;
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										u32               m_netvalues[3][3];
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										bool              m_data_received; // New Pad data received ?
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										unsigned char     m_numplayers;
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										int               m_netmodel;
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										std::string       m_nick;
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										Clients           m_client[3];      // Connected client objects
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										sf::SelectorTCP   m_selector;
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										sf::SocketTCP     m_socket;	        // Server 'listening' socket
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										sf::SocketUDP     m_socketUDP;
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										wxCriticalSection m_CriticalSection;
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								};
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								class ClientSide : public wxThread
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								{
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									public:
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										ClientSide(NetPlay* netptr, sf::SocketTCP, sf::SocketUDP, std::string addr, std::string nick);
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										~ClientSide() {}
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										virtual void *Entry();
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										void Write(const char *data, size_t size, long *ping=NULL);
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										void WriteUDP(const char *data, size_t size);
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										bool isNewPadData(u32 *netValues, bool current, bool isVersus=true);
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									private:
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										bool SyncValues();
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										void CheckGameFound();
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										void OnClientData(unsigned char data);
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										bool RecvT(sf::SocketUDP Socket, char * Data, size_t Max, size_t& Recvd, float Time=0);
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										NetPlay          *m_netptr;
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										NetEvent         *Event;
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										u32               m_netvalues[3][3];
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										bool              m_data_received; // New Pad data received ?
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										unsigned char     m_numplayers;
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										int               m_netmodel;
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										std::string       m_nick;
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										std::string       m_hostnick;
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										std::string       m_selectedgame;
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										sf::SelectorTCP   m_selector;
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										sf::SocketTCP     m_socket;	        // Client I/O socket
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										sf::SocketUDP     m_socketUDP;
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										unsigned short    m_port;
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										std::string       m_addr;           // Contains the server addr
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										wxCriticalSection m_CriticalSection;
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								};
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								#endif
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