Services/UDS: Set the proper bit in the ConnectionStatus structure when creating a network. (#2738)
* Services/UDS: Set the proper bit in the ConnectionStatus structure when creating a network. This lets the application know that the host was successfully added to the session. * Services/UDS: Reset the connection status when destroying the network * Services/UDS: Reset the connection status's bitmask of changed nodes after reporting it to the game.
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@ -215,6 +215,11 @@ static void GetConnectionStatus(Interface* self) {
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rb.Push(RESULT_SUCCESS);
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rb.Push(RESULT_SUCCESS);
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rb.PushRaw(connection_status);
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rb.PushRaw(connection_status);
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// Reset the bitmask of changed nodes after each call to this
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// function to prevent falsely informing games of outstanding
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// changes in subsequent calls.
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connection_status.changed_nodes = 0;
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LOG_DEBUG(Service_NWM, "called");
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LOG_DEBUG(Service_NWM, "called");
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}
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}
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@ -314,8 +319,11 @@ static void BeginHostingNetwork(Interface* self) {
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// The host is always the first node
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// The host is always the first node
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connection_status.network_node_id = 1;
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connection_status.network_node_id = 1;
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node_info[0].network_node_id = 1;
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node_info[0].network_node_id = 1;
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connection_status.nodes[0] = connection_status.network_node_id;
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// Set the bit 0 in the nodes bitmask to indicate that node 1 is already taken.
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// Set the bit 0 in the nodes bitmask to indicate that node 1 is already taken.
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connection_status.node_bitmask |= 1;
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connection_status.node_bitmask |= 1;
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// Notify the application that the first node was set.
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connection_status.changed_nodes |= 1;
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// If the game has a preferred channel, use that instead.
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// If the game has a preferred channel, use that instead.
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if (network_info.channel != 0)
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if (network_info.channel != 0)
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@ -352,6 +360,8 @@ static void DestroyNetwork(Interface* self) {
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// Unschedule the beacon broadcast event.
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// Unschedule the beacon broadcast event.
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CoreTiming::UnscheduleEvent(beacon_broadcast_event, 0);
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CoreTiming::UnscheduleEvent(beacon_broadcast_event, 0);
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// TODO(Subv): Check if connection_status is indeed reset after this call.
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connection_status = {};
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connection_status.status = static_cast<u8>(NetworkStatus::NotConnected);
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connection_status.status = static_cast<u8>(NetworkStatus::NotConnected);
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connection_status_event->Signal();
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connection_status_event->Signal();
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@ -24,6 +24,9 @@ const double MillisecondsPerTU = 1.024;
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// Interval measured in TU, the default value is 100TU = 102.4ms
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// Interval measured in TU, the default value is 100TU = 102.4ms
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const u16 DefaultBeaconInterval = 100;
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const u16 DefaultBeaconInterval = 100;
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/// The maximum number of nodes that can exist in an UDS session.
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constexpr u32 UDSMaxNodes = 16;
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struct NodeInfo {
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struct NodeInfo {
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u64_le friend_code_seed;
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u64_le friend_code_seed;
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std::array<u16_le, 10> username;
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std::array<u16_le, 10> username;
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@ -47,8 +50,8 @@ struct ConnectionStatus {
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u32_le status;
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u32_le status;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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u16_le network_node_id;
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u16_le network_node_id;
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INSERT_PADDING_BYTES(2);
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u16_le changed_nodes;
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INSERT_PADDING_BYTES(32);
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u16_le nodes[UDSMaxNodes];
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u8 total_nodes;
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u8 total_nodes;
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u8 max_nodes;
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u8 max_nodes;
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u16_le node_bitmask;
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u16_le node_bitmask;
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@ -15,9 +15,6 @@ namespace Service {
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namespace NWM {
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namespace NWM {
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using MacAddress = std::array<u8, 6>;
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using MacAddress = std::array<u8, 6>;
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/// The maximum number of nodes that can exist in an UDS session.
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constexpr u32 UDSMaxNodes = 16;
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constexpr std::array<u8, 3> NintendoOUI = {0x00, 0x1F, 0x32};
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constexpr std::array<u8, 3> NintendoOUI = {0x00, 0x1F, 0x32};
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/// Additional block tag ids in the Beacon frames
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/// Additional block tag ids in the Beacon frames
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