citra/src/network/room.h
zhupengfei 1a8841f96e
network, web_service: Add Verification backend and use new lobby API
Added verify_backend to load user_data for members. and removed method to generate UID as this is now done server-side.

Added GetUsername function and a "token" param to room_member.
Also added a username to ChatEntry, so that the username can be shown (along with nicknames) in the chat dialog.
2018-12-15 11:02:51 +08:00

138 lines
4.0 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <memory>
#include <string>
#include <vector>
#include "common/common_types.h"
#include "network/verify_user.h"
namespace Network {
constexpr u32 network_version = 4; ///< The version of this Room and RoomMember
constexpr u16 DefaultRoomPort = 24872;
constexpr u32 MaxMessageSize = 500;
/// Maximum number of concurrent connections allowed to this room.
static constexpr u32 MaxConcurrentConnections = 254;
constexpr std::size_t NumChannels = 1; // Number of channels used for the connection
struct RoomInformation {
std::string name; ///< Name of the server
std::string description; ///< Server description
u32 member_slots; ///< Maximum number of members in this room
u16 port; ///< The port of this room
std::string preferred_game; ///< Game to advertise that you want to play
u64 preferred_game_id; ///< Title ID for the advertised game
};
struct GameInfo {
std::string name{""};
u64 id{0};
};
using MacAddress = std::array<u8, 6>;
/// A special MAC address that tells the room we're joining to assign us a MAC address
/// automatically.
constexpr MacAddress NoPreferredMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
// 802.11 broadcast MAC address
constexpr MacAddress BroadcastMac = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
// The different types of messages that can be sent. The first byte of each packet defines the type
enum RoomMessageTypes : u8 {
IdJoinRequest = 1,
IdJoinSuccess,
IdRoomInformation,
IdSetGameInfo,
IdWifiPacket,
IdChatMessage,
IdNameCollision,
IdMacCollision,
IdVersionMismatch,
IdWrongPassword,
IdCloseRoom,
IdRoomIsFull,
IdConsoleIdCollision,
};
/// This is what a server [person creating a server] would use.
class Room final {
public:
enum class State : u8 {
Open, ///< The room is open and ready to accept connections.
Closed, ///< The room is not opened and can not accept connections.
};
struct Member {
std::string nickname; ///< The nickname of the member.
std::string username; ///< The web services username of the member. Can be empty.
std::string display_name; ///< The web services display name of the member. Can be empty.
std::string avatar_url; ///< Url to the member's avatar. Can be empty.
GameInfo game_info; ///< The current game of the member
MacAddress mac_address; ///< The assigned mac address of the member.
};
Room();
~Room();
/**
* Gets the current state of the room.
*/
State GetState() const;
/**
* Gets the room information of the room.
*/
const RoomInformation& GetRoomInformation() const;
/**
* Gets the verify UID of this room.
*/
std::string GetVerifyUID() const;
/**
* Gets a list of the mbmers connected to the room.
*/
std::vector<Member> GetRoomMemberList() const;
/**
* Checks if the room is password protected
*/
bool HasPassword() const;
/**
* Creates the socket for this room. Will bind to default address if
* server is empty string.
*/
bool Create(const std::string& name, const std::string& description = "",
const std::string& server = "", u16 server_port = DefaultRoomPort,
const std::string& password = "",
const u32 max_connections = MaxConcurrentConnections,
const std::string& preferred_game = "", u64 preferred_game_id = 0,
std::unique_ptr<VerifyUser::Backend> verify_backend = nullptr);
/**
* Sets the verification GUID of the room.
*/
void SetVerifyUID(const std::string& uid);
/**
* Destroys the socket
*/
void Destroy();
private:
class RoomImpl;
std::unique_ptr<RoomImpl> room_impl;
};
} // namespace Network