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

607 lines
16 KiB
C++

#ifndef LINK_CABLE_H
#define LINK_CABLE_H
// --------------------------------------------------------------------------
// A Link Cable connection for Multi-Play mode.
// --------------------------------------------------------------------------
// Usage:
// - 1) Include this header in your main.cpp file and add:
// LinkCable* linkCable = new LinkCable();
// - 2) Add the required interrupt service routines: (*)
// interrupt_init();
// interrupt_add(INTR_VBLANK, LINK_CABLE_ISR_VBLANK);
// interrupt_add(INTR_SERIAL, LINK_CABLE_ISR_SERIAL);
// interrupt_add(INTR_TIMER3, LINK_CABLE_ISR_TIMER);
// - 3) Initialize the library with:
// linkCable->activate();
// - 4) Sync:
// linkUniversal->sync();
// // (put this line at the start of your game loop)
// - 5) Send/read messages by using:
// bool isConnected = linkCable->isConnected();
// u8 playerCount = linkCable->playerCount();
// u8 currentPlayerId = linkCable->currentPlayerId();
// linkCable->send(0x1234);
// if (isConnected && linkCable->canRead(!currentPlayerId)) {
// u16 message = linkCable->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) 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 send them!
// (they mean 'disconnected' and 'no data' respectively)
// --------------------------------------------------------------------------
#ifndef LINK_DEVELOPMENT
#pragma GCC system_header
#endif
#include "_link_common.hpp"
#include "LinkRawCable.hpp"
#ifndef LINK_CABLE_QUEUE_SIZE
/**
* @brief Buffer size (how many incoming and outgoing messages the queues can
* store at max **per player**). The default value is `15`, which seems fine for
* most games.
* \warning This affects how much memory is allocated. With the default value,
* it's around `390` bytes. There's a double-buffered pending queue (to avoid
* data races), 1 incoming queue and 1 outgoing queue.
* \warning You can approximate the usage with `LINK_CABLE_QUEUE_SIZE * 26`.
*/
#define LINK_CABLE_QUEUE_SIZE 15
#endif
LINK_VERSION_TAG LINK_CABLE_VERSION = "vLinkCable/v8.0.3";
#define LINK_CABLE_MAX_PLAYERS LINK_RAW_CABLE_MAX_PLAYERS
#define LINK_CABLE_DEFAULT_TIMEOUT 3
#define LINK_CABLE_DEFAULT_INTERVAL 50
#define LINK_CABLE_DEFAULT_SEND_TIMER_ID 3
#define LINK_CABLE_DISCONNECTED LINK_RAW_CABLE_DISCONNECTED
#define LINK_CABLE_NO_DATA 0x0
/**
* @brief A Link Cable connection for Multi-Play mode.
*/
class LinkCable {
private:
using u32 = Link::u32;
using u16 = Link::u16;
using u8 = Link::u8;
using vu8 = Link::vu8;
using U16Queue = Link::Queue<u16, LINK_CABLE_QUEUE_SIZE>;
static constexpr auto BASE_FREQUENCY = Link::_TM_FREQ_1024;
static constexpr int MSG_TIMEOUT_OFFLINE = -1;
public:
using BaudRate = LinkRawCable::BaudRate;
/**
* @brief Constructs a new LinkCable object.
* @param baudRate Sets a specific baud rate.
* @param timeout Number of *frames* without a `SERIAL` IRQ to reset the
* connection.
* @param interval Number of *1024-cycle ticks* (61.04μs) between transfers
* *(50 = 3.052ms)*. It's the interval of Timer #`sendTimerId`. Lower values
* will transfer faster but also consume more CPU.
* @param sendTimerId `(0~3)` GBA Timer to use for sending.
* \warning You can use `Link::perFrame(...)` to convert from *packets per
* frame* to *interval values*.
*/
explicit LinkCable(BaudRate baudRate = BaudRate::BAUD_RATE_1,
u32 timeout = LINK_CABLE_DEFAULT_TIMEOUT,
u16 interval = LINK_CABLE_DEFAULT_INTERVAL,
u8 sendTimerId = LINK_CABLE_DEFAULT_SEND_TIMER_ID) {
config.baudRate = baudRate;
config.timeout = timeout;
config.interval = interval;
config.sendTimerId = sendTimerId;
}
/**
* @brief Returns whether the library is active or not.
*/
[[nodiscard]] bool isActive() { return isEnabled; }
/**
* @brief Activates the library.
*/
void activate() {
LINK_READ_TAG(LINK_CABLE_VERSION);
static_assert(LINK_CABLE_QUEUE_SIZE >= 1);
LINK_BARRIER;
isEnabled = false;
LINK_BARRIER;
reset();
clearIncomingMessages();
LINK_BARRIER;
isEnabled = true;
LINK_BARRIER;
}
/**
* @brief Deactivates the library.
*/
void deactivate() {
LINK_BARRIER;
isEnabled = false;
LINK_BARRIER;
resetState();
stop();
clearIncomingMessages();
}
/**
* @brief Returns `true` if there are at least 2 connected players.
*/
[[nodiscard]] bool isConnected() {
return state.playerCount > 1 && state.currentPlayerId < state.playerCount;
}
/**
* @brief Returns the number of connected players (`1~4`).
*/
[[nodiscard]] u8 playerCount() { return state.playerCount; }
/**
* @brief Returns the current player ID (`0~3`).
*/
[[nodiscard]] u8 currentPlayerId() { return state.currentPlayerId; }
/**
* @brief Collects available messages from interrupts for later processing
* with `read(...)`. Call this method whenever you need to fetch new data, and
* always process all messages before calling it again.
*/
void sync() {
if (!isEnabled)
return;
LINK_BARRIER;
isReadingMessages = true;
LINK_BARRIER;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++)
move(_state.readyToSyncMessages[i], state.syncedIncomingMessages[i]);
LINK_BARRIER;
isReadingMessages = false;
LINK_BARRIER;
if (!isConnected())
clearIncomingMessages();
}
/**
* @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();
while (isConnected() && !canRead(playerId) && !cancel()) {
Link::_IntrWait(
1, Link::_IRQ_SERIAL | Link::_TIMER_IRQ_IDS[config.sendTimerId]);
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 !state.syncedIncomingMessages[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 state.syncedIncomingMessages[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 state.syncedIncomingMessages[playerId].peek();
}
/**
* @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 || !canSend())
return false;
_state.outgoingMessages.syncPush(data);
return true;
}
/**
* @brief Returns whether a `send(...)` call would fail due to the queue being
* full.
*/
bool canSend() { return !_state.outgoingMessages.isFull(); }
/**
* @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 = false;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
overflow = overflow || _state.newMessages[i].overflow ||
_state.readyToSyncMessages[i].overflow;
if (clear) {
_state.newMessages[i].overflow = false;
state.syncedIncomingMessages[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;
LINK_BARRIER;
_state.isResetTimeoutPending = true;
LINK_BARRIER;
}
/**
* @brief Restarts the send timer without disconnecting.
* \warning Call this if you changed `config.interval`.
*/
void resetTimer() {
if (!isEnabled)
return;
stopTimer();
startTimer();
}
/**
* @brief This method is called by the VBLANK interrupt handler.
* \warning This is internal API!
*/
void _onVBlank() {
if (!isEnabled)
return;
if (_state.isResetTimeoutPending) {
_state.IRQTimeout = 0;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++)
_state.msgTimeouts[i] = 0;
_state.isResetTimeoutPending = false;
}
if (!_state.IRQFlag)
_state.IRQTimeout++;
_state.IRQFlag = false;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
if (isOnline(i) && !_state.msgFlags[i])
_state.msgTimeouts[i]++;
_state.msgFlags[i] = false;
}
if (didTimeout()) {
reset();
return;
}
copyState();
}
/**
* @brief This method is called by the SERIAL interrupt handler.
* \warning This is internal API!
*/
void _onSerial() {
if (!isEnabled)
return;
if (!LinkRawCable::allReady() || LinkRawCable::hasError()) {
reset();
return;
}
auto response = LinkRawCable::getData();
LINK_BARRIER;
state.currentPlayerId = response.playerId;
LINK_BARRIER;
_state.IRQFlag = true;
_state.IRQTimeout = 0;
u8 newPlayerCount = 0;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
u16 data = response.data[i];
if (data != LINK_CABLE_DISCONNECTED) {
if (data != LINK_CABLE_NO_DATA && i != state.currentPlayerId)
_state.newMessages[i].push(data);
newPlayerCount++;
setOnline(i);
} else if (isOnline(i)) {
if (_state.msgTimeouts[i] >= (int)config.timeout) {
_state.newMessages[i].clear();
setOffline(i);
} else {
newPlayerCount++;
}
}
}
LINK_BARRIER;
state.playerCount = newPlayerCount;
LINK_BARRIER;
LinkRawCable::setData(LINK_CABLE_NO_DATA);
if (!LinkRawCable::isMasterNode())
sendPendingData();
copyState();
}
/**
* @brief This method is called by the TIMER interrupt handler.
* \warning This is internal API!
*/
void _onTimer() {
if (!isEnabled)
return;
if (LinkRawCable::isMasterNode() && LinkRawCable::allReady() &&
!LinkRawCable::isSending())
sendPendingData();
copyState();
}
struct Config {
BaudRate baudRate;
u32 timeout; // can be changed in realtime, but call `resetTimeout()`
u16 interval; // can be changed in realtime, but call `resetTimer()`
u8 sendTimerId;
};
/**
* @brief LinkCable configuration.
* \warning `deactivate()` first, change the config, and `activate()` again!
*/
Config config;
#ifndef LINK_CABLE_DEBUG_MODE
private:
#endif
struct ExternalState {
U16Queue syncedIncomingMessages[LINK_CABLE_MAX_PLAYERS];
vu8 playerCount = 1;
vu8 currentPlayerId = 0;
};
struct InternalState {
U16Queue outgoingMessages;
U16Queue readyToSyncMessages[LINK_CABLE_MAX_PLAYERS];
U16Queue newMessages[LINK_CABLE_MAX_PLAYERS];
u32 IRQTimeout = 0;
int msgTimeouts[LINK_CABLE_MAX_PLAYERS];
bool msgFlags[LINK_CABLE_MAX_PLAYERS];
bool IRQFlag = false;
volatile bool isResetTimeoutPending = false;
};
ExternalState state;
InternalState _state;
volatile bool isEnabled = false;
volatile bool isReadingMessages = false;
bool didTimeout() { return _state.IRQTimeout >= config.timeout; }
void sendPendingData() {
if (_state.outgoingMessages.isWriting())
return;
LINK_BARRIER;
transfer(_state.outgoingMessages.pop());
}
void transfer(u16 data) {
LinkRawCable::setData(data);
if (LinkRawCable::isMasterNode())
LinkRawCable::startTransfer();
}
void reset() {
resetState();
stop();
start();
}
void resetState() {
LINK_BARRIER;
state.playerCount = 1;
state.currentPlayerId = 0;
_state.outgoingMessages.syncClear();
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
if (!isReadingMessages)
_state.readyToSyncMessages[i].clear();
_state.newMessages[i].clear();
setOffline(i);
_state.newMessages[i].overflow = false;
state.syncedIncomingMessages[i].overflow = false;
}
_state.IRQFlag = false;
_state.IRQTimeout = 0;
_state.isResetTimeoutPending = false;
LINK_BARRIER;
}
void stop() {
stopTimer();
LinkRawCable::setGeneralPurposeMode();
}
void start() {
startTimer();
LinkRawCable::setMultiPlayMode(config.baudRate);
LinkRawCable::setInterruptsOn();
}
void stopTimer() {
Link::_REG_TM[config.sendTimerId].cnt =
Link::_REG_TM[config.sendTimerId].cnt & (~Link::_TM_ENABLE);
}
void startTimer() {
Link::_REG_TM[config.sendTimerId].start = -config.interval;
Link::_REG_TM[config.sendTimerId].cnt =
Link::_TM_ENABLE | Link::_TM_IRQ | BASE_FREQUENCY;
}
void clearIncomingMessages() {
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++)
state.syncedIncomingMessages[i].clear();
}
void copyState() {
if (isReadingMessages)
return;
for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
if (isOnline(i))
move(_state.newMessages[i], _state.readyToSyncMessages[i]);
else
_state.readyToSyncMessages[i].clear();
}
}
void move(U16Queue& src, U16Queue& dst) {
while (!src.isEmpty() && !dst.isFull())
dst.push(src.pop());
}
bool isOnline(u8 playerId) {
return _state.msgTimeouts[playerId] != MSG_TIMEOUT_OFFLINE;
}
void setOnline(u8 playerId) {
_state.msgTimeouts[playerId] = 0;
_state.msgFlags[playerId] = true;
}
void setOffline(u8 playerId) {
_state.msgTimeouts[playerId] = MSG_TIMEOUT_OFFLINE;
_state.msgFlags[playerId] = false;
}
};
extern LinkCable* linkCable;
/**
* @brief VBLANK interrupt handler.
*/
inline void LINK_CABLE_ISR_VBLANK() {
linkCable->_onVBlank();
}
/**
* @brief SERIAL interrupt handler.
*/
inline void LINK_CABLE_ISR_SERIAL() {
linkCable->_onSerial();
}
/**
* @brief TIMER interrupt handler.
*/
inline void LINK_CABLE_ISR_TIMER() {
linkCable->_onTimer();
}
/**
* NOTES:
* For end users:
* - `sync()` fills an incoming queue (`syncedIncomingMessages`).
* - `read(...)` pops one message from that queue.
* - `send(...)` pushes one message to an outgoing queue (`outgoingMessages`).
* Behind the curtains:
* - On each SERIAL IRQ:
* -> Each new message is pushed to `newMessages`.
* - On each VBLANK, SERIAL, or TIMER IRQ:
* -> **If the user is not syncing**:
* -> All `newMessages` are moved to `readyToSyncMessages`.
* - If (playerId == 0 && TIMER_IRQ) || (playerId > 0 && SERIAL_IRQ):
* -> **If the user is not sending**:
* -> Pops one message from `outgoingMessages` and transfers it.
* - `sync()` moves all `readyToSyncMessages` to `syncedIncomingMessages`.
*/
#endif // LINK_CABLE_H