gba-link-connection/lib/LinkUniversal.hpp
2025-04-19 08:22:33 -03:00

797 lines
23 KiB
C++

#ifndef LINK_UNIVERSAL_H
#define LINK_UNIVERSAL_H
// --------------------------------------------------------------------------
// A multiplayer connection for the Link Cable and the Wireless Adapter.
// --------------------------------------------------------------------------
// Usage:
// - 1) Include this header in your main.cpp file and add:
// LinkUniversal* linkUniversal = new LinkUniversal();
// - 2) Add the required interrupt service routines: (*)
// interrupt_init();
// interrupt_add(INTR_VBLANK, LINK_UNIVERSAL_ISR_VBLANK);
// interrupt_add(INTR_SERIAL, LINK_UNIVERSAL_ISR_SERIAL);
// interrupt_add(INTR_TIMER3, LINK_UNIVERSAL_ISR_TIMER);
// - 3) Initialize the library with:
// linkUniversal->activate();
// - 4) Sync:
// linkUniversal->sync();
// // (put this line at the start of your game loop)
// - 5) Send/read messages by using:
// bool isConnected = linkUniversal->isConnected();
// u8 playerCount = linkUniversal->playerCount();
// u8 currentPlayerId = linkUniversal->currentPlayerId();
// linkUniversal->send(0x1234);
// if (isConnected && linkUniversal->canRead(!currentPlayerId)) {
// u16 message = linkUniversal->read(!currentPlayerId);
// // ...
// }
// --------------------------------------------------------------------------
// (*1) libtonc's interrupt handler sometimes ignores interrupts due to a bug.
// That causes packet loss. You REALLY want to use libugba's instead.
// (see examples)
// --------------------------------------------------------------------------
// (*2) For CABLE mode:
// The hardware is very sensitive to timing. Make sure that
// `LINK_CABLE_ISR_SERIAL()` is handled on time. That means:
// Be careful with DMA usage (which stops the CPU), and write short
// interrupt handlers (or activate nested interrupts by setting
// `REG_IME=1` at the start of your handlers).
// --------------------------------------------------------------------------
// `send(...)` restrictions:
// - 0xFFFF and 0x0 are reserved values, so don't use them!
// (they mean 'disconnected' and 'no data' respectively)
// --------------------------------------------------------------------------
#ifndef LINK_DEVELOPMENT
#pragma GCC system_header
#endif
#include "_link_common.hpp"
#include "LinkCable.hpp"
#include "LinkWireless.hpp"
#ifndef LINK_UNIVERSAL_MAX_PLAYERS
/**
* @brief Maximum number of players. Default = 5
* \warning Keep in mind that LinkCable's limit is 4.
*/
#define LINK_UNIVERSAL_MAX_PLAYERS LINK_WIRELESS_MAX_PLAYERS
#endif
#ifndef LINK_UNIVERSAL_GAME_ID_FILTER
/**
* @brief Game ID Filter (`0x0000` ~ `0x7FFF`). Default = 0 (no filter)
* This restricts wireless connections to rooms with a specific game ID.
* When disabled, it connects to any game ID and uses `0x7FFF` when serving.
*/
#define LINK_UNIVERSAL_GAME_ID_FILTER 0
#endif
LINK_VERSION_TAG LINK_UNIVERSAL_VERSION = "vLinkUniversal/v8.0.3";
#define LINK_UNIVERSAL_DISCONNECTED LINK_CABLE_DISCONNECTED
#define LINK_UNIVERSAL_NO_DATA LINK_CABLE_NO_DATA
/**
* @brief A multiplayer connection for the Link Cable and the Wireless Adapter.
*/
class LinkUniversal {
private:
using u32 = Link::u32;
using u16 = Link::u16;
using u8 = Link::u8;
using s8 = Link::s8;
using U16Queue = Link::Queue<u16, LINK_CABLE_QUEUE_SIZE>;
static constexpr int MAX_ROOM_NUMBER = 32000;
static constexpr int INIT_WAIT_FRAMES = 10;
static constexpr int SWITCH_WAIT_FRAMES = 25;
static constexpr int SWITCH_WAIT_FRAMES_RANDOM = 10;
static constexpr int BROADCAST_SEARCH_WAIT_FRAMES = 10;
static constexpr int SERVE_WAIT_FRAMES = 60;
static constexpr int SERVE_WAIT_FRAMES_RANDOM = 30;
public:
enum class State { INITIALIZING = 0, WAITING = 1, CONNECTED = 2 };
enum class Mode { LINK_CABLE, LINK_WIRELESS };
enum class Protocol {
AUTODETECT,
CABLE,
WIRELESS_AUTO,
WIRELESS_SERVER,
WIRELESS_CLIENT,
WIRELESS_RESTORE_EXISTING
};
struct CableOptions {
LinkCable::BaudRate baudRate;
u32 timeout;
u16 interval;
u8 sendTimerId;
};
struct WirelessOptions {
bool forwarding;
bool retransmission;
u32 maxPlayers;
u32 timeout;
u16 interval;
u8 sendTimerId;
};
/**
* @brief Constructs a new LinkUniversal object.
* @param protocol One of the enum values from `LinkUniversal::Protocol`.
* @param gameName The game name that will be broadcasted in wireless sessions
* (max `14` characters). The string must be a null-terminated character
* array. The library uses this to only connect to servers from the same game.
* @param cableOptions All the LinkCable constructor parameters in one struct.
* @param wirelessOptions All the LinkWireless constructor parameters in one
* struct.
*/
explicit LinkUniversal(Protocol protocol = Protocol::AUTODETECT,
const char* gameName = "",
CableOptions cableOptions =
CableOptions{LinkCable::BaudRate::BAUD_RATE_1,
LINK_CABLE_DEFAULT_TIMEOUT,
LINK_CABLE_DEFAULT_INTERVAL,
LINK_CABLE_DEFAULT_SEND_TIMER_ID},
WirelessOptions wirelessOptions =
WirelessOptions{
true, true, LINK_UNIVERSAL_MAX_PLAYERS,
LINK_WIRELESS_DEFAULT_TIMEOUT,
LINK_WIRELESS_DEFAULT_INTERVAL,
LINK_WIRELESS_DEFAULT_SEND_TIMER_ID})
: linkCable(cableOptions.baudRate,
cableOptions.timeout,
cableOptions.interval,
cableOptions.sendTimerId),
linkWireless(
wirelessOptions.forwarding,
wirelessOptions.retransmission,
Link::_min(wirelessOptions.maxPlayers, LINK_UNIVERSAL_MAX_PLAYERS),
wirelessOptions.timeout,
wirelessOptions.interval,
wirelessOptions.sendTimerId) {
config.protocol = protocol;
config.gameName = gameName;
}
/**
* @brief Returns whether the library is active or not.
*/
[[nodiscard]] bool isActive() { return isEnabled; }
/**
* @brief Activates the library.
*/
void activate() {
LINK_READ_TAG(LINK_UNIVERSAL_VERSION);
reset();
waitCount = INIT_WAIT_FRAMES;
isEnabled = true;
}
/**
* @brief Deactivates the library, disabling both cable and wireless modes.
* Returns whether the deactivation of the Wireless Adapter was successful.
* @param turnOffWireless If `true`, the Wireless Adapter will be reset
* (default behavior).
*/
bool deactivate(bool turnOffWireless = true) {
isEnabled = false;
if (linkCable.isActive())
linkCable.deactivate();
bool success = linkWireless.deactivate(turnOffWireless);
resetState();
mode = Mode::LINK_CABLE;
return success;
}
/**
* @brief Returns `true` if there are at least 2 connected players.
* \warning Stays frozen between `sync()` calls.
*/
[[nodiscard]] bool isConnected() { return state == State::CONNECTED; }
/**
* @brief Returns the number of connected players (`1~5`).
*/
[[nodiscard]] u8 playerCount() {
return Link::_min(mode == Mode::LINK_CABLE ? linkCable.playerCount()
: linkWireless.playerCount(),
LINK_UNIVERSAL_MAX_PLAYERS);
}
/**
* @brief Returns the current player ID (`0~4`).
*/
[[nodiscard]] u8 currentPlayerId() {
return mode == Mode::LINK_CABLE ? linkCable.currentPlayerId()
: linkWireless.currentPlayerId();
}
/**
* @brief Collects available messages from interrupts for later processing
* with `read(...)`. Call this method whenever you need to fetch new data, and
* at least once per frame, as it also manages connection state, auto-pairing,
* and protocol switching. Always process all messages before calling it
* again.
*/
void sync() {
if (!isEnabled)
return;
u16 keys = ~Link::_REG_KEYS & Link::_KEY_ANY;
Link::randomSeed += keys;
Link::randomSeed += Link::_REG_RCNT;
Link::randomSeed += Link::_REG_SIOCNT;
if (mode == Mode::LINK_CABLE)
linkCable.sync();
switch (state) {
case State::INITIALIZING: {
waitCount++;
if (waitCount > INIT_WAIT_FRAMES)
start();
break;
};
case State::WAITING: {
if (mode == Mode::LINK_CABLE) {
// Cable, waiting...
if (isConnectedCable()) {
state = State::CONNECTED;
goto connected;
}
} else {
// Wireless, waiting...
if (isConnectedWireless()) {
state = State::CONNECTED;
goto connected;
} else {
if (!autoDiscoverWirelessConnections())
waitCount = switchWait;
if (isConnectedWireless())
goto connected;
}
}
waitCount++;
if (waitCount > switchWait)
toggleMode();
break;
}
case State::CONNECTED: {
connected:
if (mode == Mode::LINK_CABLE) {
// Cable, connected...
if (!isConnectedCable()) {
toggleMode();
break;
}
receiveCableMessages();
} else {
// Wireless, connected...
if (!isConnectedWireless()) {
toggleMode();
break;
}
receiveWirelessMessages();
}
break;
}
default: {
}
}
}
/**
* @brief Waits for data from player #`playerId`. Returns `true` on success,
* or `false` on disconnection.
* @param playerId A player ID.
*/
bool waitFor(u8 playerId) {
return waitFor(playerId, []() { return false; });
}
/**
* @brief Waits for data from player #`playerId`. Returns `true` on success,
* or `false` on disconnection.
* @param playerId ID of player to wait data from.
* @param cancel A function that will be continuously invoked. If it returns
* `true`, the wait be aborted.
*/
template <typename F>
bool waitFor(u8 playerId, F cancel) {
if (!isEnabled)
return false;
sync();
u8 timerId = mode == Mode::LINK_CABLE ? linkCable.config.sendTimerId
: linkWireless.config.sendTimerId;
while (isConnected() && !canRead(playerId) && !cancel()) {
Link::_IntrWait(1, Link::_IRQ_SERIAL | Link::_TIMER_IRQ_IDS[timerId]);
sync();
}
return isConnected() && canRead(playerId);
}
/**
* @brief Returns `true` if there are pending messages from player
* #`playerId`.
* @param playerId A player ID.
* \warning Keep in mind that if this returns `false`, it will keep doing so
* until you *fetch new data* with `sync()`.
*/
[[nodiscard]] bool canRead(u8 playerId) {
return !incomingMessages[playerId].isEmpty();
}
/**
* @brief Dequeues and returns the next message from player #`playerId`.
* @param playerId A player ID.
* \warning If there's no data from that player, a `0` will be returned.
*/
u16 read(u8 playerId) { return incomingMessages[playerId].pop(); }
/**
* @brief Returns the next message from player #`playerId` without dequeuing
* it.
* @param playerId A player ID.
* \warning If there's no data from that player, a `0` will be returned.
*/
[[nodiscard]] u16 peek(u8 playerId) {
return incomingMessages[playerId].peek();
}
/**
* @brief Returns whether a `send(...)` call would fail due to the queue being
* full or not.
*/
bool canSend() {
return mode == Mode::LINK_CABLE ? linkCable.canSend()
: linkWireless.canSend();
}
/**
* @brief Sends `data` to all connected players.
* @param data The value to be sent.
* \warning If `data` is invalid or the send queue is full, a `false` will be
* returned.
*/
bool send(u16 data) {
if (!isEnabled || data == LINK_CABLE_DISCONNECTED ||
data == LINK_CABLE_NO_DATA)
return false;
return mode == Mode::LINK_CABLE ? linkCable.send(data)
: linkWireless.send(data);
}
/**
* @brief Returns whether the internal queue lost messages at some point due
* to being full. This can happen if your queue size is too low, if you
* receive too much data without calling `sync(...)` enough times, or if you
* don't `read(...)` enough messages before the next `sync()` call. After this
* call, the overflow flag is cleared if `clear` is `true` (default behavior).
*/
bool didQueueOverflow(bool clear = true) {
bool overflow = mode == Mode::LINK_CABLE
? linkCable.didQueueOverflow(clear)
: linkWireless.didQueueOverflow(clear);
for (u32 i = 0; i < LINK_UNIVERSAL_MAX_PLAYERS; i++) {
overflow = overflow || incomingMessages[i].overflow;
if (clear)
incomingMessages[i].overflow = false;
}
return overflow;
}
/**
* @brief Resets other players' timeout count to `0`.
* \warning Call this if you changed `config.timeout`.
*/
void resetTimeout() {
if (!isEnabled)
return;
if (linkCable.isActive())
linkCable.resetTimeout();
if (linkWireless.isActive())
linkWireless.resetTimeout();
}
/**
* @brief Restarts the send timer without disconnecting.
* \warning Call this if you changed `config.interval`.
*/
void resetTimer() {
if (!isEnabled)
return;
if (linkCable.isActive())
linkCable.resetTimer();
if (linkWireless.isActive())
linkWireless.resetTimer();
}
/**
* @brief Returns the current state.
* @return One of the enum values from `LinkUniversal::State`.
*/
[[nodiscard]] State getState() { return state; }
/**
* @brief Returns the active mode.
* @return One of the enum values from `LinkUniversal::Mode`.
*/
[[nodiscard]] Mode getMode() { return mode; }
/**
* @brief Returns the active protocol
* @return One of the enum values from `LinkUniversal::Protocol`.
*/
[[nodiscard]] Protocol getProtocol() { return this->config.protocol; }
/**
* @brief Sets the active `protocol`.
* @param protocol One of the enum values from `LinkUniversal::Protocol`.
*/
void setProtocol(Protocol protocol) { this->config.protocol = protocol; }
/**
* @brief Returns `true` if there are at least 2 connected players.
* \warning Can change between `sync()` calls.
*/
[[nodiscard]] bool isConnectedNow() {
return mode == Mode::LINK_CABLE ? linkCable.isConnected()
: linkWireless.isConnected();
}
/**
* @brief Returns the wireless state (same as `LinkWireless::getState()`).
*/
[[nodiscard]] LinkWireless::State getWirelessState() {
return linkWireless.getState();
}
/**
* @brief Returns the internal `LinkCable` instance (for advanced usage).
*/
[[nodiscard]] LinkCable* getLinkCable() { return &linkCable; }
/**
* @brief Returns the internal `LinkWireless` instance (for advanced usage).
*/
[[nodiscard]] LinkWireless* getLinkWireless() { return &linkWireless; }
/**
* @brief Returns the wait count.
* \warning This is internal API!
*/
[[nodiscard]] u32 _getWaitCount() { return waitCount; }
/**
* @brief Returns the sub-wait count.
* \warning This is internal API!
*/
[[nodiscard]] u32 _getSubWaitCount() { return subWaitCount; }
/**
* @brief This method is called by the VBLANK interrupt handler.
* \warning This is internal API!
*/
void _onVBlank() {
if (!isEnabled)
return;
if (mode == Mode::LINK_CABLE)
linkCable._onVBlank();
else
linkWireless._onVBlank();
}
/**
* @brief This method is called by the SERIAL interrupt handler.
* \warning This is internal API!
*/
void _onSerial() {
if (!isEnabled)
return;
if (mode == Mode::LINK_CABLE)
linkCable._onSerial();
else
linkWireless._onSerial();
}
/**
* @brief This method is called by the TIMER interrupt handler.
* \warning This is internal API!
*/
void _onTimer() {
if (!isEnabled)
return;
if (mode == Mode::LINK_CABLE)
linkCable._onTimer();
else
linkWireless._onTimer();
}
private:
struct Config {
Protocol protocol;
const char* gameName;
};
LinkCable linkCable;
LinkWireless linkWireless;
U16Queue incomingMessages[LINK_UNIVERSAL_MAX_PLAYERS];
Config config;
State state = State::INITIALIZING;
Mode mode = Mode::LINK_CABLE;
u32 waitCount = 0;
u32 switchWait = 0;
u32 subWaitCount = 0;
u32 serveWait = 0;
volatile bool isEnabled = false;
void receiveCableMessages() {
static constexpr u32 MAX_PLAYERS =
LINK_UNIVERSAL_MAX_PLAYERS < LINK_CABLE_MAX_PLAYERS
? LINK_UNIVERSAL_MAX_PLAYERS
: LINK_CABLE_MAX_PLAYERS;
for (u32 i = 0; i < MAX_PLAYERS; i++) {
while (linkCable.canRead(i))
incomingMessages[i].push(linkCable.read(i));
}
}
void receiveWirelessMessages() {
LinkWireless::Message messages[LINK_WIRELESS_QUEUE_SIZE];
u32 receivedCount;
linkWireless.receive(messages, receivedCount);
for (u32 i = 0; i < receivedCount; i++) {
auto message = messages[i];
if (message.playerId < LINK_UNIVERSAL_MAX_PLAYERS)
incomingMessages[message.playerId].push(message.data);
}
}
bool autoDiscoverWirelessConnections() {
switch (linkWireless.getState()) {
case LinkWireless::State::NEEDS_RESET:
case LinkWireless::State::AUTHENTICATED: {
subWaitCount = 0;
linkWireless.getServersAsyncStart();
break;
}
case LinkWireless::State::SEARCHING: {
waitCount = 0;
subWaitCount++;
if (subWaitCount >= BROADCAST_SEARCH_WAIT_FRAMES) {
if (!tryConnectOrServeWirelessSession())
return false;
}
break;
}
case LinkWireless::State::CONNECTING: {
if (!linkWireless.keepConnecting())
return false;
break;
}
case LinkWireless::State::SERVING: {
waitCount = 0;
subWaitCount++;
if (subWaitCount > serveWait)
return false;
break;
}
case LinkWireless::State::CONNECTED: {
// (should not happen)
break;
}
default: {
}
}
return true;
}
bool tryConnectOrServeWirelessSession() {
LinkWireless::Server servers[LINK_WIRELESS_MAX_SERVERS];
u32 serverCount;
if (!linkWireless.getServersAsyncEnd(servers, serverCount))
return false;
u32 maxRandomNumber = 0;
u32 serverIndex = 0;
for (u32 i = 0; i < serverCount; i++) {
auto server = servers[i];
if (!server.isFull() &&
Link::areStrEqual(server.gameName, config.gameName) &&
(LINK_UNIVERSAL_GAME_ID_FILTER == 0 ||
server.gameId == LINK_UNIVERSAL_GAME_ID_FILTER)) {
u32 randomNumber = safeStoi(server.userName);
if (randomNumber > maxRandomNumber && randomNumber < MAX_ROOM_NUMBER) {
maxRandomNumber = randomNumber;
serverIndex = i;
}
}
}
if (maxRandomNumber > 0 && config.protocol != Protocol::WIRELESS_SERVER) {
if (!linkWireless.connect(servers[serverIndex].id))
return false;
} else {
if (config.protocol == Protocol::WIRELESS_CLIENT)
return false;
subWaitCount = 0;
serveWait =
SERVE_WAIT_FRAMES + Link::_qran_range(1, SERVE_WAIT_FRAMES_RANDOM);
u32 randomNumber = Link::_qran_range(1, MAX_ROOM_NUMBER);
char randomNumberStr[6];
Link::intToStr5(randomNumberStr, randomNumber);
if (!linkWireless.serve(config.gameName, randomNumberStr,
LINK_UNIVERSAL_GAME_ID_FILTER > 0
? LINK_UNIVERSAL_GAME_ID_FILTER
: LINK_WIRELESS_MAX_GAME_ID))
return false;
}
return true;
}
bool isConnectedCable() { return linkCable.isConnected(); }
bool isConnectedWireless() { return linkWireless.isConnected(); }
void reset() {
switch (config.protocol) {
case Protocol::AUTODETECT:
case Protocol::CABLE: {
setMode(Mode::LINK_CABLE);
break;
}
case Protocol::WIRELESS_AUTO:
case Protocol::WIRELESS_SERVER:
case Protocol::WIRELESS_CLIENT:
case Protocol::WIRELESS_RESTORE_EXISTING: {
setMode(Mode::LINK_WIRELESS);
break;
}
default: {
}
}
}
void stop() {
if (mode == Mode::LINK_CABLE)
linkCable.deactivate();
else if (config.protocol != Protocol::WIRELESS_RESTORE_EXISTING)
linkWireless.deactivate(false);
}
void toggleMode() {
switch (config.protocol) {
case Protocol::AUTODETECT: {
setMode(mode == Mode::LINK_CABLE ? Mode::LINK_WIRELESS
: Mode::LINK_CABLE);
break;
}
case Protocol::CABLE: {
setMode(Mode::LINK_CABLE);
break;
}
case Protocol::WIRELESS_AUTO:
case Protocol::WIRELESS_SERVER:
case Protocol::WIRELESS_CLIENT:
case Protocol::WIRELESS_RESTORE_EXISTING: {
setMode(Mode::LINK_WIRELESS);
break;
}
default: {
}
}
}
void setMode(Mode mode) {
stop();
this->state = State::INITIALIZING;
this->mode = mode;
resetState();
}
void start() {
if (mode == Mode::LINK_CABLE) {
linkCable.activate();
} else {
bool success = config.protocol == Protocol::WIRELESS_RESTORE_EXISTING
? linkWireless.restoreExistingConnection()
: linkWireless.activate();
if (!success) {
toggleMode();
return;
}
}
state = State::WAITING;
resetState();
}
void resetState() {
LINK_BARRIER;
waitCount = 0;
switchWait =
SWITCH_WAIT_FRAMES + Link::_qran_range(1, SWITCH_WAIT_FRAMES_RANDOM);
subWaitCount = 0;
serveWait = 0;
for (u32 i = 0; i < LINK_UNIVERSAL_MAX_PLAYERS; i++) {
incomingMessages[i].clear();
incomingMessages[i].overflow = false;
}
LINK_BARRIER;
}
u32 safeStoi(const char* str) {
u32 num = 0;
while (*str != '\0') {
char ch = *str;
if (ch < '0' || ch > '9')
return 0;
num = num * 10 + (ch - '0');
str++;
}
return num;
}
};
extern LinkUniversal* linkUniversal;
/**
* @brief VBLANK interrupt handler.
*/
inline void LINK_UNIVERSAL_ISR_VBLANK() {
linkUniversal->_onVBlank();
}
/**
* @brief SERIAL interrupt handler.
*/
inline void LINK_UNIVERSAL_ISR_SERIAL() {
linkUniversal->_onSerial();
}
/**
* @brief TIMER interrupt handler.
*/
inline void LINK_UNIVERSAL_ISR_TIMER() {
linkUniversal->_onTimer();
}
#endif // LINK_UNIVERSAL_H