mirror of
https://github.com/afska/gba-link-connection.git
synced 2026-03-21 17:44:21 -05:00
567 lines
16 KiB
C++
567 lines
16 KiB
C++
#ifndef LINK_CABLE_H
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#define LINK_CABLE_H
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// --------------------------------------------------------------------------
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// A Link Cable connection for Multi-Play mode.
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// --------------------------------------------------------------------------
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// Usage:
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// - 1) Include this header in your main.cpp file and add:
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// LinkCable* linkCable = new LinkCable();
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// - 2) Add the required interrupt service routines: (*)
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// irq_init(NULL);
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// irq_add(II_VBLANK, LINK_CABLE_ISR_VBLANK);
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// irq_add(II_SERIAL, LINK_CABLE_ISR_SERIAL);
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// irq_add(II_TIMER3, LINK_CABLE_ISR_TIMER);
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// - 3) Initialize the library with:
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// linkCable->activate();
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// - 4) Sync:
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// linkUniversal->sync();
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// // (put this line at the start of your game loop)
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// - 5) Send/read messages by using:
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// bool isConnected = linkCable->isConnected();
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// u8 playerCount = linkCable->playerCount();
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// u8 currentPlayerId = linkCable->currentPlayerId();
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// linkCable->send(0x1234);
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// if (isConnected && linkCable->canRead(!currentPlayerId)) {
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// u16 message = linkCable->read(!currentPlayerId);
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// // ...
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// }
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// --------------------------------------------------------------------------
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// (*1) libtonc's interrupt handler sometimes ignores interrupts due to a bug.
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// That causes packet loss. You REALLY want to use libugba's instead.
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// (see examples)
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// --------------------------------------------------------------------------
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// (*2) The hardware is very sensitive to timing. Make sure that
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// `LINK_CABLE_ISR_SERIAL()` is handled on time. That means:
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// Be careful with DMA usage (which stops the CPU), and write short
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// interrupt handlers (or activate nested interrupts by setting
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// `REG_IME=1` at the start of your handlers).
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// --------------------------------------------------------------------------
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// `send(...)` restrictions:
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// - 0xFFFF and 0x0 are reserved values, so don't send them!
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// (they mean 'disconnected' and 'no data' respectively)
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// --------------------------------------------------------------------------
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#ifndef LINK_DEVELOPMENT
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#pragma GCC system_header
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#endif
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#include "_link_common.hpp"
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#ifndef LINK_CABLE_QUEUE_SIZE
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/**
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* @brief Buffer size (how many incoming and outgoing messages the queues can
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* store at max **per player**). The default value is `15`, which seems fine for
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* most games.
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* \warning This affects how much memory is allocated. With the default value,
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* it's around `390` bytes. There's a double-buffered pending queue (to avoid
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* data races), 1 incoming queue and 1 outgoing queue.
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* \warning You can approximate the usage with `LINK_CABLE_QUEUE_SIZE * 26`.
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*/
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#define LINK_CABLE_QUEUE_SIZE 15
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#endif
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static volatile char LINK_CABLE_VERSION[] = "LinkCable/v7.1.0";
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#define LINK_CABLE_MAX_PLAYERS 4
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#define LINK_CABLE_DEFAULT_TIMEOUT 3
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#define LINK_CABLE_DEFAULT_INTERVAL 50
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#define LINK_CABLE_DEFAULT_SEND_TIMER_ID 3
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#define LINK_CABLE_DISCONNECTED 0xffff
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#define LINK_CABLE_NO_DATA 0x0
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#define LINK_CABLE_BARRIER asm volatile("" ::: "memory")
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/**
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* @brief A Link Cable connection for Multi-Play mode.
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*/
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class LinkCable {
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private:
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using u32 = unsigned int;
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using u16 = unsigned short;
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using u8 = unsigned char;
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using vu32 = volatile unsigned int;
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using vs32 = volatile signed int;
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using U16Queue = Link::Queue<u16, LINK_CABLE_QUEUE_SIZE>;
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static constexpr auto BASE_FREQUENCY = Link::_TM_FREQ_1024;
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static constexpr int REMOTE_TIMEOUT_OFFLINE = -1;
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static constexpr int BIT_SLAVE = 2;
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static constexpr int BIT_READY = 3;
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static constexpr int BITS_PLAYER_ID = 4;
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static constexpr int BIT_ERROR = 6;
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static constexpr int BIT_START = 7;
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static constexpr int BIT_MULTIPLAYER = 13;
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static constexpr int BIT_IRQ = 14;
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static constexpr int BIT_GENERAL_PURPOSE_LOW = 14;
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static constexpr int BIT_GENERAL_PURPOSE_HIGH = 15;
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public:
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enum BaudRate {
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BAUD_RATE_0, // 9600 bps
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BAUD_RATE_1, // 38400 bps
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BAUD_RATE_2, // 57600 bps
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BAUD_RATE_3 // 115200 bps
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};
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/**
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* @brief Constructs a new LinkCable object.
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* @param baudRate Sets a specific baud rate.
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* @param timeout Number of *frames* without a `SERIAL` IRQ to reset the
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* connection.
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* @param interval Number of *1024-cycle ticks* (61.04μs) between transfers
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* *(50 = 3.052ms)*. It's the interval of Timer #`sendTimerId`. Lower values
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* will transfer faster but also consume more CPU.
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* @param sendTimerId `(0~3)` GBA Timer to use for sending.
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* \warning You can use `Link::perFrame(...)` to convert from *packets per
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* frame* to *interval values*.
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*/
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explicit LinkCable(BaudRate baudRate = BAUD_RATE_1,
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u32 timeout = LINK_CABLE_DEFAULT_TIMEOUT,
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u16 interval = LINK_CABLE_DEFAULT_INTERVAL,
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u8 sendTimerId = LINK_CABLE_DEFAULT_SEND_TIMER_ID) {
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this->config.baudRate = baudRate;
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this->config.timeout = timeout;
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this->config.interval = interval;
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this->config.sendTimerId = sendTimerId;
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}
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/**
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* @brief Returns whether the library is active or not.
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*/
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[[nodiscard]] bool isActive() { return isEnabled; }
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/**
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* @brief Activates the library.
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*/
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void activate() {
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LINK_CABLE_BARRIER;
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isEnabled = false;
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LINK_CABLE_BARRIER;
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reset();
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clearIncomingMessages();
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LINK_CABLE_BARRIER;
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isEnabled = true;
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LINK_CABLE_BARRIER;
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}
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/**
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* @brief Deactivates the library.
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*/
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void deactivate() {
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LINK_CABLE_BARRIER;
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isEnabled = false;
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LINK_CABLE_BARRIER;
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resetState();
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stop();
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clearIncomingMessages();
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}
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/**
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* @brief Returns `true` if there are at least 2 connected players.
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*/
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[[nodiscard]] bool isConnected() {
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return state.playerCount > 1 && state.currentPlayerId < state.playerCount;
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}
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/**
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* @brief Returns the number of connected players (`0~4`).
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*/
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[[nodiscard]] u8 playerCount() { return state.playerCount; }
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/**
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* @brief Returns the current player ID (`0~3`).
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*/
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[[nodiscard]] u8 currentPlayerId() { return state.currentPlayerId; }
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/**
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* @brief Call this method every time you need to fetch new data.
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*/
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void sync() {
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if (!isEnabled)
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return;
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LINK_CABLE_BARRIER;
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isReadingMessages = true;
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LINK_CABLE_BARRIER;
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++)
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move(_state.readyToSyncMessages[i], state.syncedIncomingMessages[i]);
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LINK_CABLE_BARRIER;
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isReadingMessages = false;
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LINK_CABLE_BARRIER;
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if (!isConnected())
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clearIncomingMessages();
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}
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/**
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* @brief Waits for data from player #`playerId`. Returns `true` on success,
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* or `false` on disconnection.
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* @param playerId A player ID.
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*/
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bool waitFor(u8 playerId) {
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return waitFor(playerId, []() { return false; });
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}
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/**
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* @brief Waits for data from player #`playerId`. Returns `true` on success,
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* or `false` on disconnection.
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* @param playerId ID of player to wait data from.
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* @param cancel A function that will be continuously invoked. If it returns
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* `true`, the wait be aborted.
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*/
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template <typename F>
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bool waitFor(u8 playerId, F cancel) {
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sync();
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while (isConnected() && !canRead(playerId) && !cancel()) {
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Link::_IntrWait(
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1, Link::_IRQ_SERIAL | Link::_TIMER_IRQ_IDS[config.sendTimerId]);
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sync();
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}
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return isConnected() && canRead(playerId);
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}
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/**
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* @brief Returns `true` if there are pending messages from player
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* #`playerId`.
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* @param playerId A player ID.
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* \warning Keep in mind that if this returns `false`, it will keep doing so
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* until you *fetch new data* with `sync()`.
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*/
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[[nodiscard]] bool canRead(u8 playerId) {
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return !state.syncedIncomingMessages[playerId].isEmpty();
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}
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/**
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* @brief Dequeues and returns the next message from player #`playerId`.
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* @param playerId A player ID.
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* \warning If there's no data from that player, a `0` will be returned.
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*/
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u16 read(u8 playerId) { return state.syncedIncomingMessages[playerId].pop(); }
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/**
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* @brief Returns the next message from player #`playerId` without dequeuing
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* it.
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* @param playerId A player ID.
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* \warning If there's no data from that player, a `0` will be returned.
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*/
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[[nodiscard]] u16 peek(u8 playerId) {
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return state.syncedIncomingMessages[playerId].peek();
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}
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/**
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* @brief Sends `data` to all connected players.
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* @param data The value to be sent.
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*/
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void send(u16 data) {
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if (data == LINK_CABLE_DISCONNECTED || data == LINK_CABLE_NO_DATA)
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return;
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_state.outgoingMessages.syncPush(data);
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}
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/**
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* @brief Restarts the send timer without disconnecting.
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*/
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void resetTimer() {
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if (!isEnabled)
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return;
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stopTimer();
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startTimer();
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}
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/**
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* @brief This method is called by the VBLANK interrupt handler.
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* \warning This is internal API!
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*/
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void _onVBlank() {
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if (!isEnabled)
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return;
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if (!_state.IRQFlag)
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_state.IRQTimeout++;
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_state.IRQFlag = false;
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
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if (isOnline(i) && !_state.msgFlags[i])
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_state.msgTimeouts[i]++;
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_state.msgFlags[i] = false;
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}
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if (didTimeout()) {
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reset();
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return;
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}
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copyState();
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}
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/**
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* @brief This method is called by the SERIAL interrupt handler.
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* \warning This is internal API!
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*/
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void _onSerial() {
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if (!isEnabled)
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return;
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if (!isReady() || hasError()) {
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reset();
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return;
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}
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_state.IRQFlag = true;
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_state.IRQTimeout = 0;
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u8 newPlayerCount = 0;
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
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u16 data = Link::_REG_SIOMULTI[i];
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if (data != LINK_CABLE_DISCONNECTED) {
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if (data != LINK_CABLE_NO_DATA && i != state.currentPlayerId)
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_state.newMessages[i].push(data);
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newPlayerCount++;
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setOnline(i);
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} else if (isOnline(i)) {
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if (_state.msgTimeouts[i] >= (int)config.timeout) {
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_state.newMessages[i].clear();
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setOffline(i);
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} else {
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newPlayerCount++;
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}
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}
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}
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state.playerCount = newPlayerCount;
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state.currentPlayerId =
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(Link::_REG_SIOCNT & (0b11 << BITS_PLAYER_ID)) >> BITS_PLAYER_ID;
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Link::_REG_SIOMLT_SEND = LINK_CABLE_NO_DATA;
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if (!isMaster())
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sendPendingData();
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copyState();
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}
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/**
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* @brief This method is called by the TIMER interrupt handler.
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* \warning This is internal API!
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*/
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void _onTimer() {
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if (!isEnabled)
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return;
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if (isMaster() && isReady() && !isSending())
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sendPendingData();
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copyState();
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}
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struct Config {
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BaudRate baudRate;
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u32 timeout; // can be changed in realtime
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u16 interval; // can be changed in realtime, but call `resetTimer()`
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u8 sendTimerId; // can be changed in realtime, but call `resetTimer()`
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};
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/**
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* @brief LinkCable configuration.
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* \warning `deactivate()` first, change the config, and `activate()` again!
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*/
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Config config;
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private:
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struct ExternalState {
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U16Queue syncedIncomingMessages[LINK_CABLE_MAX_PLAYERS];
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u8 playerCount;
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u8 currentPlayerId;
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};
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struct InternalState {
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U16Queue outgoingMessages;
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U16Queue readyToSyncMessages[LINK_CABLE_MAX_PLAYERS];
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U16Queue newMessages[LINK_CABLE_MAX_PLAYERS];
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u32 IRQTimeout;
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int msgTimeouts[LINK_CABLE_MAX_PLAYERS];
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bool msgFlags[LINK_CABLE_MAX_PLAYERS];
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bool IRQFlag;
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};
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ExternalState state;
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InternalState _state;
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volatile bool isEnabled = false;
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volatile bool isReadingMessages = false;
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bool isMaster() { return !isBitHigh(BIT_SLAVE); }
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bool isReady() { return isBitHigh(BIT_READY); }
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bool hasError() { return isBitHigh(BIT_ERROR); }
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bool isSending() { return isBitHigh(BIT_START); }
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bool didTimeout() { return _state.IRQTimeout >= config.timeout; }
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void sendPendingData() {
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if (_state.outgoingMessages.isWriting())
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return;
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LINK_CABLE_BARRIER;
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transfer(_state.outgoingMessages.pop());
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}
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void transfer(u16 data) {
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Link::_REG_SIOMLT_SEND = data;
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if (isMaster())
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setBitHigh(BIT_START);
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}
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void reset() {
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resetState();
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stop();
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start();
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}
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void resetState() {
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state.playerCount = 0;
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state.currentPlayerId = 0;
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_state.outgoingMessages.syncClear();
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
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if (!isReadingMessages)
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_state.readyToSyncMessages[i].clear();
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_state.newMessages[i].clear();
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setOffline(i);
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}
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_state.IRQFlag = false;
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_state.IRQTimeout = 0;
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}
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void stop() {
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Link::_REG_SIOMLT_SEND = LINK_CABLE_NO_DATA;
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stopTimer();
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setGeneralPurposeMode();
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}
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void start() {
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startTimer();
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setMultiPlayMode();
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setInterruptsOn();
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}
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void stopTimer() {
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Link::_REG_TM[config.sendTimerId].cnt =
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Link::_REG_TM[config.sendTimerId].cnt & (~Link::_TM_ENABLE);
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}
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void startTimer() {
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Link::_REG_TM[config.sendTimerId].start = -config.interval;
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Link::_REG_TM[config.sendTimerId].cnt =
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Link::_TM_ENABLE | Link::_TM_IRQ | BASE_FREQUENCY;
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}
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void clearIncomingMessages() {
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++)
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state.syncedIncomingMessages[i].clear();
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}
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void copyState() {
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if (isReadingMessages)
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return;
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for (u32 i = 0; i < LINK_CABLE_MAX_PLAYERS; i++) {
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if (isOnline(i))
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move(_state.newMessages[i], _state.readyToSyncMessages[i]);
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else
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_state.readyToSyncMessages[i].clear();
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}
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}
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void move(U16Queue& src, U16Queue& dst) {
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while (!src.isEmpty())
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dst.push(src.pop());
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}
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bool isOnline(u8 playerId) {
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return _state.msgTimeouts[playerId] != REMOTE_TIMEOUT_OFFLINE;
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}
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void setOnline(u8 playerId) {
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_state.msgTimeouts[playerId] = 0;
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_state.msgFlags[playerId] = true;
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}
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void setOffline(u8 playerId) {
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_state.msgTimeouts[playerId] = REMOTE_TIMEOUT_OFFLINE;
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_state.msgFlags[playerId] = false;
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}
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void setInterruptsOn() { setBitHigh(BIT_IRQ); }
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void setMultiPlayMode() {
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Link::_REG_RCNT = Link::_REG_RCNT & ~(1 << BIT_GENERAL_PURPOSE_HIGH);
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Link::_REG_SIOCNT = (1 << BIT_MULTIPLAYER);
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Link::_REG_SIOCNT |= config.baudRate;
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Link::_REG_SIOMLT_SEND = 0;
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}
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void setGeneralPurposeMode() {
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Link::_REG_RCNT = (Link::_REG_RCNT & ~(1 << BIT_GENERAL_PURPOSE_LOW)) |
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(1 << BIT_GENERAL_PURPOSE_HIGH);
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}
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bool isBitHigh(u8 bit) { return (Link::_REG_SIOCNT >> bit) & 1; }
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void setBitHigh(u8 bit) { Link::_REG_SIOCNT |= 1 << bit; }
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void setBitLow(u8 bit) { Link::_REG_SIOCNT &= ~(1 << bit); }
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};
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extern LinkCable* linkCable;
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/**
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* @brief VBLANK interrupt handler.
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*/
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inline void LINK_CABLE_ISR_VBLANK() {
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linkCable->_onVBlank();
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}
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/**
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* @brief SERIAL interrupt handler.
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*/
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inline void LINK_CABLE_ISR_SERIAL() {
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linkCable->_onSerial();
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}
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/**
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* @brief TIMER interrupt handler.
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*/
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inline void LINK_CABLE_ISR_TIMER() {
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linkCable->_onTimer();
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}
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/**
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* NOTES:
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* For end users:
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* - `sync()` fills an incoming queue (`syncedIncomingMessages`).
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* - `read(...)` pops one message from that queue.
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* - `send(...)` pushes one message to an outgoing queue (`outgoingMessages`).
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* Behind the curtains:
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* - On each SERIAL IRQ:
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* -> Each new message is pushed to `newMessages`.
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|
* - On each VBLANK, SERIAL, or TIMER IRQ:
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|
* -> **If the user is not syncing**:
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|
* -> All `newMessages` are moved to `readyToSyncMessages`.
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|
* - If (playerId == 0 && TIMER_IRQ) || (playerId > 0 && SERIAL_IRQ):
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|
* -> **If the user is not sending**:
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|
* -> Pops one message from `outgoingMessages` and transfers it.
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|
* - `sync()` moves all `readyToSyncMessages` to `syncedIncomingMessages`.
|
|
*/
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#endif // LINK_CABLE_H
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