116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <chrono>
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#include <vector>
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#include "announce_multiplayer_session.h"
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#include "common/announce_multiplayer_room.h"
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#include "common/assert.h"
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#include "core/settings.h"
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#include "network/network.h"
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#ifdef ENABLE_WEB_SERVICE
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#include "web_service/announce_room_json.h"
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#endif
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namespace Core {
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// Time between room is announced to web_service
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static constexpr std::chrono::seconds announce_time_interval(15);
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AnnounceMultiplayerSession::AnnounceMultiplayerSession() : announce(false) {
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#ifdef ENABLE_WEB_SERVICE
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backend = std::make_unique<WebService::RoomJson>(
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Settings::values.announce_multiplayer_room_endpoint_url, Settings::values.citra_username,
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Settings::values.citra_token);
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#else
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backend = std::make_unique<AnnounceMultiplayerRoom::NullBackend>();
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#endif
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}
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void AnnounceMultiplayerSession::Start() {
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if (announce_multiplayer_thread) {
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Stop();
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}
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announce_multiplayer_thread =
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std::make_unique<std::thread>(&AnnounceMultiplayerSession::AnnounceMultiplayerLoop, this);
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}
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void AnnounceMultiplayerSession::Stop() {
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if (!announce)
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return;
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announce = false;
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// Detaching the loop, to not wait for the sleep to finish. The loop thread will finish soon.
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if (announce_multiplayer_thread) {
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cv.notify_all();
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announce_multiplayer_thread->join();
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announce_multiplayer_thread.reset();
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backend->Delete();
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}
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}
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AnnounceMultiplayerSession::CallbackHandle AnnounceMultiplayerSession::BindErrorCallback(
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std::function<void(const Common::WebResult&)> function) {
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std::lock_guard<std::mutex> lock(callback_mutex);
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auto handle = std::make_shared<std::function<void(const Common::WebResult&)>>(function);
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error_callbacks.insert(handle);
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return handle;
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}
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void AnnounceMultiplayerSession::UnbindErrorCallback(CallbackHandle handle) {
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std::lock_guard<std::mutex> lock(callback_mutex);
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error_callbacks.erase(handle);
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}
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AnnounceMultiplayerSession::~AnnounceMultiplayerSession() {
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Stop();
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}
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void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
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announce = true;
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std::future<Common::WebResult> future;
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while (announce) {
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std::unique_lock<std::mutex> lock(cv_m);
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cv.wait_for(lock, announce_time_interval);
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std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
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if (!room) {
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announce = false;
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continue;
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}
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if (room->GetState() != Network::Room::State::Open) {
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announce = false;
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continue;
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}
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Network::RoomInformation room_information = room->GetRoomInformation();
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std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
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backend->SetRoomInformation(
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room_information.uid, room_information.name, room_information.port,
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room_information.member_slots, Network::network_version, room->HasPassword(),
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room_information.preferred_game, room_information.preferred_game_id);
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backend->ClearPlayers();
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for (const auto& member : memberlist) {
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backend->AddPlayer(member.nickname, member.mac_address, member.game_info.id,
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member.game_info.name);
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}
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future = backend->Announce();
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if (future.valid()) {
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Common::WebResult result = future.get();
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if (result.result_code != Common::WebResult::Code::Success) {
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std::lock_guard<std::mutex> lock(callback_mutex);
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for (auto callback : error_callbacks) {
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(*callback)(result);
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}
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}
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}
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}
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}
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std::future<AnnounceMultiplayerRoom::RoomList> AnnounceMultiplayerSession::GetRoomList(
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std::function<void()> func) {
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return backend->GetRoomList(func);
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}
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} // namespace Core
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