mirror of
https://github.com/afska/gba-link-connection.git
synced 2026-03-21 17:44:21 -05:00
716 lines
19 KiB
C++
716 lines
19 KiB
C++
#ifndef LINK_UNIVERSAL_H
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#define LINK_UNIVERSAL_H
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// --------------------------------------------------------------------------
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// A multiplayer connection for the Link Cable and the Wireless Adapter.
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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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// LinkUniversal* linkUniversal = new LinkUniversal();
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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_UNIVERSAL_ISR_VBLANK);
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// irq_add(II_SERIAL, LINK_UNIVERSAL_ISR_SERIAL);
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// irq_add(II_TIMER3, LINK_UNIVERSAL_ISR_TIMER);
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// - 3) Initialize the library with:
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// linkUniversal->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 = linkUniversal->isConnected();
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// u8 playerCount = linkUniversal->playerCount();
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// u8 currentPlayerId = linkUniversal->currentPlayerId();
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// linkUniversal->send(0x1234);
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// if (isConnected && linkUniversal->canRead(!currentPlayerId)) {
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// u16 message = linkUniversal->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) For CABLE mode:
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// 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 use 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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#include <cstdio>
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#include "LinkCable.hpp"
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#include "LinkWireless.hpp"
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#ifndef LINK_UNIVERSAL_MAX_PLAYERS
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/**
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* @brief Maximum number of players. Default = 5
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* \warning Keep in mind that LinkCable's limit is 4.
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*/
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#define LINK_UNIVERSAL_MAX_PLAYERS LINK_WIRELESS_MAX_PLAYERS
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#endif
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#ifndef LINK_UNIVERSAL_GAME_ID_FILTER
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/**
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* @brief Game ID Filter (`0x0000` ~ `0x7fff`). Default = 0 (no filter)
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* This restricts wireless connections to rooms with a specific game ID.
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* When disabled, it connects to any game ID and uses `0x7fff` when serving.
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*/
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#define LINK_UNIVERSAL_GAME_ID_FILTER 0
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#endif
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static volatile char LINK_UNIVERSAL_VERSION[] = "LinkUniversal/v7.1.0";
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#define LINK_UNIVERSAL_DISCONNECTED LINK_CABLE_DISCONNECTED
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#define LINK_UNIVERSAL_NO_DATA LINK_CABLE_NO_DATA
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/**
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* @brief A multiplayer connection for the Link Cable and the Wireless Adapter.
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*/
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class LinkUniversal {
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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 s8 = signed char;
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using U16Queue = Link::Queue<u16, LINK_CABLE_QUEUE_SIZE>;
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static constexpr int MAX_ROOM_NUMBER = 32000;
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static constexpr int INIT_WAIT_FRAMES = 10;
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static constexpr int SWITCH_WAIT_FRAMES = 25;
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static constexpr int SWITCH_WAIT_FRAMES_RANDOM = 10;
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static constexpr int BROADCAST_SEARCH_WAIT_FRAMES = 10;
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static constexpr int SERVE_WAIT_FRAMES = 60;
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static constexpr int SERVE_WAIT_FRAMES_RANDOM = 30;
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public:
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enum State { INITIALIZING, WAITING, CONNECTED };
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enum Mode { LINK_CABLE, LINK_WIRELESS };
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enum Protocol {
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AUTODETECT,
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CABLE,
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WIRELESS_AUTO,
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WIRELESS_SERVER,
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WIRELESS_CLIENT
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};
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struct CableOptions {
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LinkCable::BaudRate baudRate;
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u32 timeout;
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u16 interval;
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u8 sendTimerId;
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};
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struct WirelessOptions {
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bool retransmission;
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u32 maxPlayers;
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u32 timeout;
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u16 interval;
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u8 sendTimerId;
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};
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/**
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* @brief Constructs a new LinkUniversal object.
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* @param protocol One of the enum values from `LinkUniversal::Protocol`.
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* @param gameName The game name that will be broadcasted in wireless sessions
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* (max `14` characters). The string must be a null-terminated character
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* array. The library uses this to only connect to servers from the same game.
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* @param cableOptions All the LinkCable constructor parameters in one struct.
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* @param wirelessOptions All the LinkWireless constructor parameters in one
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* struct.
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* @param randomSeed Random seed used for waits to prevent livelocks. If you
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* use _libtonc_, pass `__qran_seed`.
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*/
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explicit LinkUniversal(Protocol protocol = AUTODETECT,
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const char* gameName = "",
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CableOptions cableOptions =
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CableOptions{LinkCable::BaudRate::BAUD_RATE_1,
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LINK_CABLE_DEFAULT_TIMEOUT,
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LINK_CABLE_DEFAULT_INTERVAL,
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LINK_CABLE_DEFAULT_SEND_TIMER_ID},
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WirelessOptions wirelessOptions =
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WirelessOptions{
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true, LINK_UNIVERSAL_MAX_PLAYERS,
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LINK_WIRELESS_DEFAULT_TIMEOUT,
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LINK_WIRELESS_DEFAULT_INTERVAL,
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LINK_WIRELESS_DEFAULT_SEND_TIMER_ID},
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int randomSeed = 123) {
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this->linkCable =
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new LinkCable(cableOptions.baudRate, cableOptions.timeout,
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cableOptions.interval, cableOptions.sendTimerId);
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this->linkWireless = new LinkWireless(
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wirelessOptions.retransmission, true,
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Link::_min(wirelessOptions.maxPlayers, LINK_UNIVERSAL_MAX_PLAYERS),
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wirelessOptions.timeout, wirelessOptions.interval,
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wirelessOptions.sendTimerId);
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this->config.protocol = protocol;
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this->config.gameName = gameName;
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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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reset();
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isEnabled = true;
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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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isEnabled = false;
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linkCable->deactivate();
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linkWireless->deactivate();
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resetState();
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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() { return state == CONNECTED; }
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/**
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* @brief Returns the number of connected players (`0~5`).
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*/
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[[nodiscard]] u8 playerCount() {
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return mode == LINK_CABLE ? linkCable->playerCount()
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: linkWireless->playerCount();
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}
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/**
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* @brief Returns the current player ID (`0~4`).
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*/
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[[nodiscard]] u8 currentPlayerId() {
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return mode == LINK_CABLE ? linkCable->currentPlayerId()
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: linkWireless->currentPlayerId();
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}
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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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u16 keys = ~Link::_REG_KEYS & Link::_KEY_ANY;
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randomSeed += keys;
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randomSeed += Link::_REG_RCNT;
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randomSeed += Link::_REG_SIOCNT;
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if (mode == LINK_CABLE)
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linkCable->sync();
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switch (state) {
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case INITIALIZING: {
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waitCount++;
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if (waitCount > INIT_WAIT_FRAMES)
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start();
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break;
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};
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case WAITING: {
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if (mode == LINK_CABLE) {
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// Cable, waiting...
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if (isConnectedCable()) {
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state = CONNECTED;
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goto connected;
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}
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} else {
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// Wireless, waiting...
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if (isConnectedWireless()) {
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state = CONNECTED;
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goto connected;
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} else {
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if (!autoDiscoverWirelessConnections())
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waitCount = switchWait;
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if (isConnectedWireless())
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goto connected;
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}
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}
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waitCount++;
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if (waitCount > switchWait)
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toggleMode();
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break;
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}
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case CONNECTED: {
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connected:
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if (mode == LINK_CABLE) {
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// Cable, connected...
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if (!isConnectedCable()) {
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toggleMode();
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break;
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}
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receiveCableMessages();
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} else {
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// Wireless, connected...
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if (!isConnectedWireless()) {
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toggleMode();
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break;
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}
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receiveWirelessMessages();
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}
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break;
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}
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default: {
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}
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}
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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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u8 timerId = mode == LINK_CABLE ? linkCable->config.sendTimerId
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: linkWireless->config.sendTimerId;
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while (isConnected() && !canRead(playerId) && !cancel()) {
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Link::_IntrWait(1, Link::_IRQ_SERIAL | Link::_TIMER_IRQ_IDS[timerId]);
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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 !incomingMessages[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 incomingMessages[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 incomingMessages[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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* If the buffers are full, it either drops the oldest message (on cable mode)
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* or ignores it returning `false` (on wireless mode).
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* @param data The value to be sent.
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*/
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bool send(u16 data) {
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if (data == LINK_CABLE_DISCONNECTED || data == LINK_CABLE_NO_DATA)
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return false;
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if (mode == LINK_CABLE) {
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linkCable->send(data);
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return true;
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} else {
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return linkWireless->send(data);
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}
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}
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/**
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* @brief Returns the current state.
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* @return One of the enum values from `LinkUniversal::State`.
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*/
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[[nodiscard]] State getState() { return state; }
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/**
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* @brief Returns the active mode.
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* @return One of the enum values from `LinkUniversal::Mode`.
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*/
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[[nodiscard]] Mode getMode() { return mode; }
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/**
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* @brief Returns the active protocol
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* @return One of the enum values from `LinkUniversal::Protocol`.
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*/
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[[nodiscard]] Protocol getProtocol() { return this->config.protocol; }
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/**
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* @brief Returns the wireless state (same as `LinkWireless::getState()`).
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*/
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[[nodiscard]] LinkWireless::State getWirelessState() {
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return linkWireless->getState();
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}
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/**
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* @brief Sets the active `protocol`.
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* @param protocol One of the enum values from `LinkUniversal::Protocol`.
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*/
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void setProtocol(Protocol protocol) { this->config.protocol = protocol; }
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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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if (linkCable->isActive())
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linkCable->resetTimer();
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if (linkWireless->isActive())
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linkWireless->resetTimer();
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}
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~LinkUniversal() {
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delete linkCable;
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delete linkWireless;
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}
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/**
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* @brief Returns the wait count.
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* \warning This is internal API!
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*/
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[[nodiscard]] u32 _getWaitCount() { return waitCount; }
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/**
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* @brief Returns the sub-wait count.
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* \warning This is internal API!
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*/
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[[nodiscard]] u32 _getSubWaitCount() { return subWaitCount; }
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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 (mode == LINK_CABLE)
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linkCable->_onVBlank();
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else
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linkWireless->_onVBlank();
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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 (mode == LINK_CABLE)
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linkCable->_onSerial();
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else
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linkWireless->_onSerial();
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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 (mode == LINK_CABLE)
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linkCable->_onTimer();
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else
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linkWireless->_onTimer();
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}
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LinkCable* linkCable;
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LinkWireless* linkWireless;
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private:
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struct Config {
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Protocol protocol;
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const char* gameName;
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};
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U16Queue incomingMessages[LINK_UNIVERSAL_MAX_PLAYERS];
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Config config;
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State state = INITIALIZING;
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Mode mode = LINK_CABLE;
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u32 waitCount = 0;
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u32 switchWait = 0;
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u32 subWaitCount = 0;
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u32 serveWait = 0;
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int randomSeed = 0;
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volatile bool isEnabled = false;
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void receiveCableMessages() {
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static constexpr u32 MAX_PLAYERS =
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LINK_UNIVERSAL_MAX_PLAYERS < LINK_CABLE_MAX_PLAYERS
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? LINK_UNIVERSAL_MAX_PLAYERS
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: LINK_CABLE_MAX_PLAYERS;
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for (u32 i = 0; i < MAX_PLAYERS; i++) {
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while (linkCable->canRead(i))
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incomingMessages[i].push(linkCable->read(i));
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}
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}
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void receiveWirelessMessages() {
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LinkWireless::Message messages[LINK_WIRELESS_QUEUE_SIZE];
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linkWireless->receive(messages);
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for (u32 i = 0; i < LINK_WIRELESS_QUEUE_SIZE; i++) {
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auto message = messages[i];
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if (message.packetId == LINK_WIRELESS_END)
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break;
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if (message.playerId < LINK_UNIVERSAL_MAX_PLAYERS)
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incomingMessages[message.playerId].push(message.data);
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}
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}
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bool autoDiscoverWirelessConnections() {
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switch (linkWireless->getState()) {
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case LinkWireless::State::NEEDS_RESET:
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case LinkWireless::State::AUTHENTICATED: {
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subWaitCount = 0;
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linkWireless->getServersAsyncStart();
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break;
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}
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case LinkWireless::State::SEARCHING: {
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waitCount = 0;
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subWaitCount++;
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if (subWaitCount >= BROADCAST_SEARCH_WAIT_FRAMES) {
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if (!tryConnectOrServeWirelessSession())
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return false;
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}
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break;
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}
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case LinkWireless::State::CONNECTING: {
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if (!linkWireless->keepConnecting())
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return false;
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break;
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}
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case LinkWireless::State::SERVING: {
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waitCount = 0;
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subWaitCount++;
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if (subWaitCount > serveWait)
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return false;
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break;
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}
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case LinkWireless::State::CONNECTED: {
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// (should not happen)
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break;
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}
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default: {
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}
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}
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return true;
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}
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bool tryConnectOrServeWirelessSession() {
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LinkWireless::Server servers[LINK_WIRELESS_MAX_SERVERS];
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if (!linkWireless->getServersAsyncEnd(servers))
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return false;
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u32 maxRandomNumber = 0;
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u32 serverIndex = 0;
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for (u32 i = 0; i < LINK_WIRELESS_MAX_SERVERS; i++) {
|
|
auto server = servers[i];
|
|
if (server.id == LINK_WIRELESS_END)
|
|
break;
|
|
|
|
if (!server.isFull() &&
|
|
std::strcmp(server.gameName, config.gameName) == 0 &&
|
|
(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 != WIRELESS_SERVER) {
|
|
if (!linkWireless->connect(servers[serverIndex].id))
|
|
return false;
|
|
} else {
|
|
if (config.protocol == WIRELESS_CLIENT)
|
|
return false;
|
|
|
|
subWaitCount = 0;
|
|
serveWait = SERVE_WAIT_FRAMES + _qran_range(1, SERVE_WAIT_FRAMES_RANDOM);
|
|
u32 randomNumber = _qran_range(1, MAX_ROOM_NUMBER);
|
|
char randomNumberStr[6];
|
|
std::snprintf(randomNumberStr, sizeof(randomNumberStr), "%d",
|
|
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 AUTODETECT:
|
|
case CABLE: {
|
|
setMode(LINK_CABLE);
|
|
break;
|
|
}
|
|
case WIRELESS_AUTO:
|
|
case WIRELESS_SERVER:
|
|
case WIRELESS_CLIENT: {
|
|
setMode(LINK_WIRELESS);
|
|
break;
|
|
}
|
|
default: {
|
|
}
|
|
}
|
|
}
|
|
|
|
void stop() {
|
|
if (mode == LINK_CABLE)
|
|
linkCable->deactivate();
|
|
else
|
|
linkWireless->deactivate(false);
|
|
}
|
|
|
|
void toggleMode() {
|
|
switch (config.protocol) {
|
|
case AUTODETECT: {
|
|
setMode(mode == LINK_CABLE ? LINK_WIRELESS : LINK_CABLE);
|
|
break;
|
|
}
|
|
case CABLE: {
|
|
setMode(LINK_CABLE);
|
|
break;
|
|
}
|
|
case WIRELESS_AUTO:
|
|
case WIRELESS_SERVER:
|
|
case WIRELESS_CLIENT: {
|
|
setMode(LINK_WIRELESS);
|
|
break;
|
|
}
|
|
default: {
|
|
}
|
|
}
|
|
}
|
|
|
|
void setMode(Mode mode) {
|
|
stop();
|
|
this->state = INITIALIZING;
|
|
this->mode = mode;
|
|
resetState();
|
|
}
|
|
|
|
void start() {
|
|
if (mode == LINK_CABLE)
|
|
linkCable->activate();
|
|
else {
|
|
if (!linkWireless->activate()) {
|
|
toggleMode();
|
|
return;
|
|
}
|
|
}
|
|
|
|
state = WAITING;
|
|
resetState();
|
|
}
|
|
|
|
void resetState() {
|
|
waitCount = 0;
|
|
switchWait = SWITCH_WAIT_FRAMES + _qran_range(1, SWITCH_WAIT_FRAMES_RANDOM);
|
|
subWaitCount = 0;
|
|
serveWait = 0;
|
|
for (u32 i = 0; i < LINK_UNIVERSAL_MAX_PLAYERS; i++)
|
|
incomingMessages[i].clear();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int _qran() {
|
|
randomSeed = 1664525 * randomSeed + 1013904223;
|
|
return (randomSeed >> 16) & 0x7FFF;
|
|
}
|
|
|
|
int _qran_range(int min, int max) {
|
|
return (_qran() * (max - min) >> 15) + min;
|
|
}
|
|
};
|
|
|
|
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
|