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https://github.com/libretro/RetroArch
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Whoops, missed one refactor rename.
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6946ea1bd3
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@ -178,8 +178,8 @@ static bool get_self_input_state(netplay_t *netplay)
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ptr->have_real[netplay->self_client_num] = true;
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ptr->have_local = true;
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netplay->read_ptr1[netplay->self_client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count1[netplay->self_client_num] = netplay->self_frame_count + 1;
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netplay->read_ptr[netplay->self_client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count[netplay->self_client_num] = netplay->self_frame_count + 1;
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/* And send this input to our peers */
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for (i = 0; i < netplay->connections_size; i++)
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@ -394,7 +394,7 @@ static bool netplay_poll(void)
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struct netplay_connection *connection;
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if (!(netplay_data->connected_players & (1<<client)))
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continue;
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if (netplay_data->read_frame_count1[client] > netplay_data->unread_frame_count)
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if (netplay_data->read_frame_count[client] > netplay_data->unread_frame_count)
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continue;
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connection = &netplay_data->connections[client-1];
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if (connection->active &&
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@ -960,10 +960,10 @@ static void netplay_force_future(netplay_t *netplay)
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players & (1<<client))) continue;
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if (netplay->read_frame_count1[client] < netplay->run_frame_count)
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if (netplay->read_frame_count[client] < netplay->run_frame_count)
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{
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netplay->read_ptr1[client] = netplay->run_ptr;
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netplay->read_frame_count1[client] = netplay->run_frame_count;
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netplay->read_ptr[client] = netplay->run_ptr;
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netplay->read_frame_count[client] = netplay->run_frame_count;
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}
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}
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if (netplay->server_frame_count < netplay->run_frame_count)
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@ -1246,8 +1246,8 @@ static void netplay_toggle_play_spectate(netplay_t *netplay)
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netplay->client_devices[0] = netplay->self_devices = (1<<device);
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netplay->device_clients[device] = 1;
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netplay->device_share_modes[device] = share_mode;
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netplay->read_ptr1[0] = netplay->self_ptr;
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netplay->read_frame_count1[0] = netplay->self_frame_count;
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netplay->read_ptr[0] = netplay->self_ptr;
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netplay->read_frame_count[0] = netplay->self_frame_count;
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dmsg = msg;
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msg[sizeof(msg)-1] = '\0';
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@ -1012,8 +1012,8 @@ bool netplay_handshake_pre_sync(netplay_t *netplay,
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}
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for (i = 0; i < MAX_CLIENTS; i++)
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{
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netplay->read_ptr1[i] = netplay->self_ptr;
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netplay->read_frame_count1[i] = netplay->self_frame_count;
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netplay->read_ptr[i] = netplay->self_ptr;
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netplay->read_frame_count[i] = netplay->self_frame_count;
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}
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/* Get and set each input device */
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@ -46,7 +46,7 @@ static void print_state(netplay_t *netplay)
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for (client = 0; client < MAX_USERS; client++)
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{
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if ((netplay->connected_players & (1<<client)))
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APPEND((M, " %u:%u", client, netplay->read_frame_count1[client]));
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APPEND((M, " %u:%u", client, netplay->read_frame_count[client]));
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}
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msg[sizeof(msg)-1] = '\0';
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@ -147,7 +147,7 @@ void netplay_hangup(netplay_t *netplay, struct netplay_connection *connection)
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/* This special mode keeps the connection object alive long enough to
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* send the disconnection message at the correct time */
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connection->mode = NETPLAY_CONNECTION_DELAYED_DISCONNECT;
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connection->delay_frame = netplay->read_frame_count1[client_num];
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connection->delay_frame = netplay->read_frame_count[client_num];
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/* Mark them as not playing anymore */
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netplay->connected_players &= ~(1L<<client_num);
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@ -624,7 +624,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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/* Check the frame number only if they're not in slave mode */
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if (connection->mode == NETPLAY_CONNECTION_PLAYING)
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{
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if (frame_num < netplay->read_frame_count1[client_num])
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if (frame_num < netplay->read_frame_count[client_num])
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{
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uint32_t buf;
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/* We already had this, so ignore the new transmission */
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@ -635,7 +635,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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}
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break;
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}
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else if (frame_num > netplay->read_frame_count1[client_num])
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else if (frame_num > netplay->read_frame_count[client_num])
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{
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/* Out of order = out of luck */
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RARCH_ERR("Netplay input out of order.\n");
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@ -644,8 +644,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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}
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/* The data's good! */
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dframe = &netplay->buffer[netplay->read_ptr1[client_num]];
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if (!netplay_delta_frame_ready(netplay, dframe, netplay->read_frame_count1[client_num]))
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dframe = &netplay->buffer[netplay->read_ptr[client_num]];
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if (!netplay_delta_frame_ready(netplay, dframe, netplay->read_frame_count[client_num]))
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{
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/* Hopefully we'll be ready after another round of input */
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goto shrt;
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@ -679,8 +679,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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* handling all network data this frame */
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if (connection->mode == NETPLAY_CONNECTION_PLAYING)
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{
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netplay->read_ptr1[client_num] = NEXT_PTR(netplay->read_ptr1[client_num]);
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netplay->read_frame_count1[client_num]++;
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netplay->read_ptr[client_num] = NEXT_PTR(netplay->read_ptr[client_num]);
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netplay->read_frame_count[client_num]++;
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if (netplay->is_server)
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{
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@ -693,8 +693,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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/* If this was server data, advance our server pointer too */
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if (!netplay->is_server && client_num == 0)
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{
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netplay->server_ptr = netplay->read_ptr1[0];
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netplay->server_frame_count = netplay->read_frame_count1[0];
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netplay->server_ptr = netplay->read_ptr[0];
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netplay->server_frame_count = netplay->read_frame_count[0];
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}
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#ifdef DEBUG_NETPLAY_STEPS
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@ -807,7 +807,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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}
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/* The frame we haven't received is their end frame */
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connection->delay_frame = netplay->read_frame_count1[client_num];
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connection->delay_frame = netplay->read_frame_count[client_num];
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/* Mark them as not playing anymore */
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connection->mode = NETPLAY_CONNECTION_SPECTATING;
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@ -1012,8 +1012,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_MODE, payload, sizeof(payload));
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/* And expect their data */
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netplay->read_ptr1[client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count1[client_num] = netplay->self_frame_count + 1;
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netplay->read_ptr[client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count[client_num] = netplay->self_frame_count + 1;
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break;
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}
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@ -1213,8 +1213,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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if (devices & (1<<device))
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netplay->device_clients[device] |= (1<<client_num);
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netplay->read_ptr1[client_num] = netplay->server_ptr;
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netplay->read_frame_count1[client_num] = netplay->server_frame_count;
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netplay->read_ptr[client_num] = netplay->server_ptr;
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netplay->read_frame_count[client_num] = netplay->server_frame_count;
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/* Announce it */
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msg[sizeof(msg)-1] = '\0';
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@ -1451,8 +1451,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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if (netplay->is_server)
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{
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load_ptr = netplay->read_ptr1[client_num];
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load_frame_count = netplay->read_frame_count1[client_num];
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load_ptr = netplay->read_ptr[client_num];
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load_frame_count = netplay->read_frame_count[client_num];
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}
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else
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{
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@ -1543,10 +1543,10 @@ static bool netplay_get_cmd(netplay_t *netplay,
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players & (1<<client))) continue;
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if (frame > netplay->read_frame_count1[client])
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if (frame > netplay->read_frame_count[client])
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{
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netplay->read_ptr1[client] = load_ptr;
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netplay->read_frame_count1[client] = load_frame_count;
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netplay->read_ptr[client] = load_ptr;
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netplay->read_frame_count[client] = load_frame_count;
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}
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}
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@ -1761,7 +1761,7 @@ void netplay_handle_slaves(netplay_t *netplay)
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/* This is a slave connection. First, should we do anything at all? If
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* we've already "read" this data, then we can just ignore it */
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if (netplay->read_frame_count1[client_num] > netplay->self_frame_count)
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if (netplay->read_frame_count[client_num] > netplay->self_frame_count)
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continue;
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/* Alright, we have to send something. Do we need to generate it first? */
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@ -1793,8 +1793,8 @@ void netplay_handle_slaves(netplay_t *netplay)
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send_input_frame(netplay, frame, NULL, connection, client_num);
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/* And mark it as "read" */
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netplay->read_ptr1[client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count1[client_num] = netplay->self_frame_count + 1;
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netplay->read_ptr[client_num] = NEXT_PTR(netplay->self_ptr);
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netplay->read_frame_count[client_num] = netplay->self_frame_count + 1;
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}
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}
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}
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@ -476,8 +476,8 @@ struct netplay
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uint32_t unread_frame_count;
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/* Pointer to the next frame to read from each client */
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size_t read_ptr1[MAX_CLIENTS];
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uint32_t read_frame_count1[MAX_CLIENTS];
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size_t read_ptr[MAX_CLIENTS];
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uint32_t read_frame_count[MAX_CLIENTS];
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/* Pointer to the next frame to read from the server (as it might not be a
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* player but still synchronizes) */
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@ -56,10 +56,10 @@ void netplay_update_unread_ptr(netplay_t *netplay)
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{
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if (!(netplay->connected_players & (1<<client))) continue;
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if ((netplay->connected_slaves & (1<<client))) continue;
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if (netplay->read_frame_count1[client] < new_unread_frame_count)
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if (netplay->read_frame_count[client] < new_unread_frame_count)
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{
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new_unread_ptr = netplay->read_ptr1[client];
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new_unread_frame_count = netplay->read_frame_count1[client];
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new_unread_ptr = netplay->read_ptr[client];
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new_unread_frame_count = netplay->read_frame_count[client];
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}
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}
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@ -101,7 +101,7 @@ netplay_input_state_t netplay_device_client_state(netplay_t *netplay,
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&simframe->real_input[device], client, 3 /* FIXME */, false, true);
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if (!simstate)
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{
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if (netplay->read_frame_count1[client] > simframe->frame)
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if (netplay->read_frame_count[client] > simframe->frame)
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return NULL;
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simstate = netplay_input_state_for(&simframe->simlated_input[device],
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client, 3 /* FIXME */, false, true);
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@ -322,13 +322,13 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim)
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if (!simstate)
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{
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/* Don't already have this input, so must simulate if we're supposed to have it at all */
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if (netplay->read_frame_count1[client] > simframe->frame)
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if (netplay->read_frame_count[client] > simframe->frame)
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continue;
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simstate = netplay_input_state_for(&simframe->simlated_input[device], client, 3 /* FIXME */, false, false);
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if (!simstate)
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continue;
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prev = PREV_PTR(netplay->read_ptr1[client]);
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prev = PREV_PTR(netplay->read_ptr[client]);
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pframe = &netplay->buffer[prev];
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pstate = netplay_input_state_for(&pframe->real_input[device], client, 3 /* FIXME */, false, true);
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if (!pstate)
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@ -815,8 +815,8 @@ void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players & (1<<client))) continue;
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if (netplay->read_frame_count1[client] > hi_frame_count)
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hi_frame_count = netplay->read_frame_count1[client];
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if (netplay->read_frame_count[client] > hi_frame_count)
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hi_frame_count = netplay->read_frame_count[client];
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}
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}
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else
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@ -889,7 +889,7 @@ void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
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client_num = i + 1;
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/* Are they ahead? */
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if (netplay->self_frame_count + 3 < netplay->read_frame_count1[client_num])
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if (netplay->self_frame_count + 3 < netplay->read_frame_count[client_num])
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{
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/* Tell them to stall */
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if (connection->stall_frame + NETPLAY_MAX_REQ_STALL_FREQUENCY <
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@ -897,7 +897,7 @@ void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
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{
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connection->stall_frame = netplay->self_frame_count;
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netplay_cmd_stall(netplay, connection,
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netplay->read_frame_count1[client_num] -
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netplay->read_frame_count[client_num] -
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netplay->self_frame_count + 1);
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}
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}
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