the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "SQRNetworkManager.h"
3#include <queue>
4
5// This is the lowest level class for handling the concept of a player on Sony platforms. This is managed by SQRNetworkManager. The game shouldn't directly communicate
6// with this class, as it is wrapped by NetworkPlayerSony which is an implementation of a platform-independent interface INetworkPlayer.
7
8class SQRNetworkPlayer
9{
10#ifdef __ORBIS__
11 friend class SQRNetworkManager_Orbis;
12 friend class SonyVoiceChat_Orbis;
13#elif defined __PS3__
14 friend class SQRNetworkManager_PS3;
15#else // __PSVITA__
16 friend class SQRNetworkManager_Vita;
17 friend class SQRNetworkManager_AdHoc_Vita;
18 friend class SonyVoiceChat_Vita;
19#endif
20 friend class SQRNetworkManager;
21 friend class NetworkPlayerSony;
22 friend class CPlatformNetworkManagerSony;
23
24 int GetSmallId();
25 wchar_t *GetName();
26 bool IsRemote();
27 bool IsHost();
28 bool IsLocal();
29 int GetLocalPlayerIndex();
30 bool IsSameSystem(SQRNetworkPlayer *other);
31 uintptr_t GetCustomDataValue();
32 void SetCustomDataValue(uintptr_t data);
33 bool HasVoice();
34 bool IsTalking();
35 bool IsMutedByLocalUser(int userIndex);
36
37 static const int SNP_FLAG_CONNECTION_COMPLETE = 1; // This player has a fully connected Rudp or other local link established (to a remote player if this is on the host, to the host if this is a client) - or isn't expected to have one
38 static const int SNP_FLAG_SMALLID_ALLOCATED = 2; // This player has a small id allocated
39 static const int SNP_FLAG_SMALLID_CONFIRMED = 4; // This player's small id has been confirmed as received by the client (only relevant for players using network communications, others set at the same time as allocating)
40 static const int SNP_FLAG_READY_MASK = 7; // Mask indicated all bits which must be set in the flags for this player to be considered "ready"
41
42 static const int SNP_MAX_PAYLOAD = 1346; // This is the default RUDP payload size - if we want to change this we'll need to use cellRudpSetOption to set something else & adjust segment size
43
44 typedef enum
45 {
46 SNP_TYPE_HOST, // This player represents the host
47 SNP_TYPE_LOCAL, // On host - this player is a local player that needs communicated with specially not using rudp. On clients - this is a local player, where m_rudpCtx is the context used to communicate from this player to/from the host
48 SNP_TYPE_REMOTE, // On host - this player's m_rupdCtx can be used to communicate from between the host and this player. On clients - this is a remote player that cannot be communicated with
49 } eSQRNetworkPlayerType;
50
51 enum AckFlags
52 {
53 e_flag_AckUnknown,
54 e_flag_AckNotRequested,
55 e_flag_AckRequested,
56 e_flag_AckReturning
57 };
58
59 class DataPacketHeader
60 {
61 unsigned short m_dataSize;
62 unsigned short m_ackFlags;
63 public:
64 DataPacketHeader() : m_dataSize(0), m_ackFlags(e_flag_AckUnknown) {}
65 DataPacketHeader(int dataSize, AckFlags ackFlags) : m_dataSize(dataSize), m_ackFlags(ackFlags) { }
66 AckFlags GetAckFlags() { return (AckFlags)m_ackFlags;}
67 int GetDataSize() { return m_dataSize; }
68 };
69
70#ifndef _CONTENT_PACKAGE
71 std::vector<__int64> m_ackStats;
72 int m_minAckTime;
73 int m_maxAckTime;
74 int m_totalAcks;
75 __int64 m_totalAckTime;
76 int m_averageAckTime;
77#endif
78
79 class QueuedSendBlock
80 {
81 public:
82 unsigned char *start;
83 unsigned char *end;
84 unsigned char *current;
85 AckFlags ack;
86 };
87
88 class InitSendData
89 {
90 public:
91 unsigned char m_smallId; // Id to uniquely and permanently identify this player between machines - assigned by the server
92 PlayerUID m_UID;
93 };
94
95 SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayerType playerType, bool onHost, SceNpMatching2RoomMemberId roomMemberId, int localPlayerIdx, int rudpCtx, PlayerUID *pUID);
96 ~SQRNetworkPlayer();
97
98 PlayerUID GetUID();
99 void SetUID(PlayerUID UID);
100 bool HasConnectionAndSmallId();
101 bool IsReady();
102 void ConnectionComplete();
103 void SmallIdAllocated(unsigned char smallId);
104 void InitialDataReceived(InitSendData *ISD); // Only for remote players as viewed from the host, this is set when the host has received confirmation that the client has received the small id for this player, ie it is now safe to send data to
105 bool HasSmallIdConfirmed();
106
107 void SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize, bool ack );
108
109 void ConfirmReady();
110 void SendInternal(const void *data, unsigned int dataSize, AckFlags ackFlags);
111 void SendMoreInternal();
112 int GetPacketDataSize();
113 int ReadDataPacket(void* data, int dataSize);
114 int WriteDataPacket(const void* data, int dataSize, AckFlags ackFlags);
115 void ReadAck();
116 void WriteAck();
117
118 int GetOutstandingAckCount();
119 int GetSendQueueSizeBytes();
120 int GetSendQueueSizeMessages();
121
122 int GetTotalOutstandingAckCount();
123 int GetTotalSendQueueBytes();
124 int GetTotalSendQueueMessages();
125
126
127#ifdef __PSVITA__
128 void SendInternal_VitaAdhoc(const void *data, unsigned int dataSize, EAdhocDataTag tag = e_dataTag_Normal);
129 void SendMoreInternal_VitaAdhoc();
130#endif
131 void SetNameFromUID();
132 void SetName(char *name);
133 int GetSessionIndex();
134
135 eSQRNetworkPlayerType m_type; // The player type
136 bool m_host; // Whether this actual player class is stored on a host (not whether it represents the host, or a player on the host machine)
137 int m_flags; // Flags reflecting current state of this player
138 int m_rudpCtx; // Rudp context that can be used to communicate between this player & the host (see comments for eSQRNetworkPlayerType above)
139 int m_localPlayerIdx; // Index of this player on the machine to which it belongs
140 SceNpMatching2RoomMemberId m_roomMemberId; // The room member id, effectively a per machine id
141 InitSendData m_ISD; // Player UID & ID that get sent together to the host when connection is established
142 SQRNetworkManager *m_manager; // Pointer back to the manager that is managing this player
143 wchar_t m_name[21];
144 uintptr_t m_customData;
145 CRITICAL_SECTION m_csQueue;
146 CRITICAL_SECTION m_csAcks;
147 std::queue<QueuedSendBlock> m_sendQueue;
148 int m_totalBytesInSendQueue;
149
150 int m_acksOutstanding;
151};