aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/network/room_member.h
blob: 37e9ea16a57e7b267778a4fb4ddf5dd8507feef3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once

#include <functional>
#include <memory>
#include <string>
#include <vector>
#include "common/announce_multiplayer_room.h"
#include "common/common_types.h"
#include "common/socket_types.h"
#include "network/room.h"

namespace Network {

using AnnounceMultiplayerRoom::GameInfo;
using AnnounceMultiplayerRoom::RoomInformation;

enum class LDNPacketType : u8 {
    Scan,
    ScanResp,
    Connect,
    SyncNetwork,
    Disconnect,
    DestroyNetwork,
};

struct LDNPacket {
    LDNPacketType type;
    IPv4Address local_ip;
    IPv4Address remote_ip;
    bool broadcast;
    std::vector<u8> data;
};

/// Information about the received proxy packets.
struct ProxyPacket {
    SockAddrIn local_endpoint;
    SockAddrIn remote_endpoint;
    Protocol protocol;
    bool broadcast;
    std::vector<u8> data;
};

/// Represents a chat message.
struct ChatEntry {
    std::string nickname; ///< Nickname of the client who sent this message.
    /// Web services username of the client who sent this message, can be empty.
    std::string username;
    std::string message; ///< Body of the message.
};

/// Represents a system status message.
struct StatusMessageEntry {
    StatusMessageTypes type; ///< Type of the message
    /// Subject of the message. i.e. the user who is joining/leaving/being banned, etc.
    std::string nickname;
    std::string username;
};

/**
 * This is what a client [person joining a server] would use.
 * It also has to be used if you host a game yourself (You'd create both, a Room and a
 * RoomMembership for yourself)
 */
class RoomMember final {
public:
    enum class State : u8 {
        Uninitialized, ///< Not initialized
        Idle,          ///< Default state (i.e. not connected)
        Joining,       ///< The client is attempting to join a room.
        Joined,    ///< The client is connected to the room and is ready to send/receive packets.
        Moderator, ///< The client is connected to the room and is granted mod permissions.
    };

    enum class Error : u8 {
        // Reasons why connection was closed
        LostConnection, ///< Connection closed
        HostKicked,     ///< Kicked by the host

        // Reasons why connection was rejected
        UnknownError,    ///< Some error [permissions to network device missing or something]
        NameCollision,   ///< Somebody is already using this name
        IpCollision,     ///< Somebody is already using that fake-ip-address
        WrongVersion,    ///< The room version is not the same as for this RoomMember
        WrongPassword,   ///< The password doesn't match the one from the Room
        CouldNotConnect, ///< The room is not responding to a connection attempt
        RoomIsFull,      ///< Room is already at the maximum number of players
        HostBanned,      ///< The user is banned by the host

        // Reasons why moderation request failed
        PermissionDenied, ///< The user does not have mod permissions
        NoSuchUser,       ///< The nickname the user attempts to kick/ban does not exist
    };

    struct MemberInformation {
        std::string nickname;     ///< 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;  ///< Name of the game they're currently playing, or empty if they're
                             /// not playing anything.
        IPv4Address fake_ip; ///< Fake Ip address associated with this member.
    };
    using MemberList = std::vector<MemberInformation>;

    // The handle for the callback functions
    template <typename T>
    using CallbackHandle = std::shared_ptr<std::function<void(const T&)>>;

    /**
     * Unbinds a callback function from the events.
     * @param handle The connection handle to disconnect
     */
    template <typename T>
    void Unbind(CallbackHandle<T> handle);

    RoomMember();
    ~RoomMember();

    /**
     * Returns the status of our connection to the room.
     */
    State GetState() const;

    /**
     * Returns information about the members in the room we're currently connected to.
     */
    const MemberList& GetMemberInformation() const;

    /**
     * Returns the nickname of the RoomMember.
     */
    const std::string& GetNickname() const;

    /**
     * Returns the username of the RoomMember.
     */
    const std::string& GetUsername() const;

    /**
     * Returns the MAC address of the RoomMember.
     */
    const IPv4Address& GetFakeIpAddress() const;

    /**
     * Returns information about the room we're currently connected to.
     */
    RoomInformation GetRoomInformation() const;

    /**
     * Returns whether we're connected to a server or not.
     */
    bool IsConnected() const;

    /**
     * Attempts to join a room at the specified address and port, using the specified nickname.
     */
    void Join(const std::string& nickname, const char* server_addr = "127.0.0.1",
              u16 server_port = DefaultRoomPort, u16 client_port = 0,
              const IPv4Address& preferred_fake_ip = NoPreferredIP,
              const std::string& password = "", const std::string& token = "");

    /**
     * Sends a Proxy packet to the room.
     * @param packet The WiFi packet to send.
     */
    void SendProxyPacket(const ProxyPacket& packet);

    /**
     * Sends an LDN packet to the room.
     * @param packet The WiFi packet to send.
     */
    void SendLdnPacket(const LDNPacket& packet);

    /**
     * Sends a chat message to the room.
     * @param message The contents of the message.
     */
    void SendChatMessage(const std::string& message);

    /**
     * Sends the current game info to the room.
     * @param game_info The game information.
     */
    void SendGameInfo(const GameInfo& game_info);

    /**
     * Sends a moderation request to the room.
     * @param type Moderation request type.
     * @param nickname The subject of the request. (i.e. the user you want to kick/ban)
     */
    void SendModerationRequest(RoomMessageTypes type, const std::string& nickname);

    /**
     * Attempts to retrieve ban list from the room.
     * If success, the ban list callback would be called. Otherwise an error would be emitted.
     */
    void RequestBanList();

    /**
     * Binds a function to an event that will be triggered every time the State of the member
     * changed. The function will be called every time the event is triggered. The callback function
     * must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<State> BindOnStateChanged(std::function<void(const State&)> callback);

    /**
     * Binds a function to an event that will be triggered every time an error happened. The
     * function will be called every time the event is triggered. The callback function must not
     * bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<Error> BindOnError(std::function<void(const Error&)> callback);

    /**
     * Binds a function to an event that will be triggered every time a ProxyPacket is received.
     * The function will be called every time the event is triggered.
     * The callback function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<ProxyPacket> BindOnProxyPacketReceived(
        std::function<void(const ProxyPacket&)> callback);

    /**
     * Binds a function to an event that will be triggered every time an LDNPacket is received.
     * The function will be called every time the event is triggered.
     * The callback function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<LDNPacket> BindOnLdnPacketReceived(
        std::function<void(const LDNPacket&)> callback);

    /**
     * Binds a function to an event that will be triggered every time the RoomInformation changes.
     * The function will be called every time the event is triggered.
     * The callback function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<RoomInformation> BindOnRoomInformationChanged(
        std::function<void(const RoomInformation&)> callback);

    /**
     * Binds a function to an event that will be triggered every time a ChatMessage is received.
     * The function will be called every time the event is triggered.
     * The callback function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<ChatEntry> BindOnChatMessageReceived(
        std::function<void(const ChatEntry&)> callback);

    /**
     * Binds a function to an event that will be triggered every time a StatusMessage is
     * received. The function will be called every time the event is triggered. The callback
     * function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<StatusMessageEntry> BindOnStatusMessageReceived(
        std::function<void(const StatusMessageEntry&)> callback);

    /**
     * Binds a function to an event that will be triggered every time a requested ban list
     * received. The function will be called every time the event is triggered. The callback
     * function must not bind or unbind a function. Doing so will cause a deadlock
     * @param callback The function to call
     * @return A handle used for removing the function from the registered list
     */
    CallbackHandle<Room::BanList> BindOnBanListReceived(
        std::function<void(const Room::BanList&)> callback);

    /**
     * Leaves the current room.
     */
    void Leave();

private:
    class RoomMemberImpl;
    std::unique_ptr<RoomMemberImpl> room_member_impl;
};

inline const char* GetStateStr(const RoomMember::State& s) {
    switch (s) {
    case RoomMember::State::Uninitialized:
        return "Uninitialized";
    case RoomMember::State::Idle:
        return "Idle";
    case RoomMember::State::Joining:
        return "Joining";
    case RoomMember::State::Joined:
        return "Joined";
    case RoomMember::State::Moderator:
        return "Moderator";
    }
    return "Unknown";
}

inline const char* GetErrorStr(const RoomMember::Error& e) {
    switch (e) {
    case RoomMember::Error::LostConnection:
        return "LostConnection";
    case RoomMember::Error::HostKicked:
        return "HostKicked";
    case RoomMember::Error::UnknownError:
        return "UnknownError";
    case RoomMember::Error::NameCollision:
        return "NameCollision";
    case RoomMember::Error::IpCollision:
        return "IpCollision";
    case RoomMember::Error::WrongVersion:
        return "WrongVersion";
    case RoomMember::Error::WrongPassword:
        return "WrongPassword";
    case RoomMember::Error::CouldNotConnect:
        return "CouldNotConnect";
    case RoomMember::Error::RoomIsFull:
        return "RoomIsFull";
    case RoomMember::Error::HostBanned:
        return "HostBanned";
    case RoomMember::Error::PermissionDenied:
        return "PermissionDenied";
    case RoomMember::Error::NoSuchUser:
        return "NoSuchUser";
    default:
        return "Unknown";
    }
}

} // namespace Network