2017-07-07 20:34:15 +01:00
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// 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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#pragma once
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#include <memory>
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#include <string>
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2017-07-08 17:31:35 +01:00
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#include <vector>
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2017-07-07 20:34:15 +01:00
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#include "common/common_types.h"
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#include "network/room.h"
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namespace Network {
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/**
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* This is what a client [person joining a server] would use.
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* It also has to be used if you host a game yourself (You'd create both, a Room and a
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* RoomMembership for yourself)
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*/
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class RoomMember final {
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public:
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enum class State : u8 {
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Idle, ///< Default state
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Error, ///< Some error [permissions to network device missing or something]
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Joining, ///< The client is attempting to join a room.
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Joined, ///< The client is connected to the room and is ready to send/receive packets.
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LostConnection, ///< Connection closed
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// Reasons why connection was rejected
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NameCollision, ///< Somebody is already using this name
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MacCollision, ///< Somebody is already using that mac-address
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CouldNotConnect ///< The room is not responding to a connection attempt
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};
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2017-07-08 17:31:35 +01:00
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struct MemberInformation {
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std::string nickname; ///< Nickname of the member.
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std::string game_name; ///< Name of the game they're currently playing, or empty if they're
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/// not playing anything.
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MacAddress mac_address; ///< MAC address associated with this member.
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};
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using MemberList = std::vector<MemberInformation>;
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2017-07-07 20:34:15 +01:00
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RoomMember();
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~RoomMember();
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/**
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* Returns the status of our connection to the room.
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*/
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State GetState() const;
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2017-07-08 17:31:35 +01:00
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/**
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* Returns information about the members in the room we're currently connected to.
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*/
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const MemberList& GetMemberInformation() const;
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/**
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* Returns information about the room we're currently connected to.
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*/
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RoomInformation GetRoomInformation() const;
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2017-07-07 20:34:15 +01:00
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/**
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* Returns whether we're connected to a server or not.
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*/
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bool IsConnected() const;
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/**
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* Attempts to join a room at the specified address and port, using the specified nickname.
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* This may fail if the username is already taken.
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*/
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void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
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const u16 serverPort = DefaultRoomPort, const u16 clientPort = 0);
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/**
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* Leaves the current room.
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*/
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void Leave();
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private:
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class RoomMemberImpl;
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std::unique_ptr<RoomMemberImpl> room_member_impl;
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};
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} // namespace Network
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