2961 Commits

Author SHA1 Message Date
Nikos Chantziaras
be650a790c
Add option for showing the overlay behind the menu (#13360)
* Add option for showing the overlay behind the menu

This commit lays the groundwork for this option. Support for this option
in the video drivers themselves is going to be added in later commits.

* gl1: Add overlay behind menu support

* gl2: Add overlay behind menu support

* gl3: Add overlay behind menu support

* vulkan: Add overlay behind menu support

* ctr: Add overlay behind menu support

* d3d9: Add overlay behind menu support

* d3d10: Add overlay behind menu support

* d3d11: Add overlay behind menu support

* d3d12: Add overlay behind menu support

* CHANGES.md: overlay behind menu

Co-authored-by: MrHuu <MrHuu@users.noreply.github.com>
Co-authored-by: Tony <45124675+sonninnos@users.noreply.github.com>
2021-12-26 04:56:44 +01:00
Cthulhu-throwaway
c752f9b0de
Custom relay server support (#13395)
* Custom relay server support

Add support for custom user-ran relay servers.

* snprintf NULL fix
2021-12-23 13:54:52 +01:00
Cthulhu-throwaway
966335e367
Smaller Netplay Changes (#13387)
Lobby Viewer: Filter out rooms that are not running RetroArch
Lobby Viewer: Display a non-connectable tag to non-connectable rooms.
Host: Display warning if we are announcing to the internet but our room isn't connectable from there.
2021-12-21 15:58:25 +01:00
Nikos Chantziaras
0357b6c922
Add on-screen statistics toggle hotkey (#13381)
* Add on-screen statistics toggle hotkey

* CHANGES.md: Add technical statistics hotkey
2021-12-21 00:03:35 +01:00
Cthulhu-throwaway
690c802921
Netplay Stuff (#13375)
* Netplay Stuff

## PROTOCOL FALLBACK
In order to support older clients a protocol fallback system was introduced.
The host will no longer send its header automatically after a TCP connection is established, instead, it awaits for the client to send his before determining which protocol this connection is going to operate on.
Netplay has now two protocols, a low protocol and a high protocol; the low protocol is the minimum protocol it supports, while the high protocol is the highest protocol it can operate on.
To fully support older clients, a hack was necessary: sending the high protocol in the unused client's header salt field, while keeping the protocol field to the low protocol. Without this hack we would only be able to support older clients if a newer client was the host.
Any future system can make use of this system by checking connection->netplay_protocol, which is available for both the client and host.

## NETPLAY CHAT
Starting with protocol 6, netplay chat is available through the new NETPLAY_CMD_PLAYER_CHAT command.
Limitations of the command code, which causes a disconnection on unknown commands, makes this system not possible on protocol 5.
Protocol 5 connections can neither send nor receive chat, but other netplay operations are unaffected.
Clients send chat as a string to the server, and it's the server's sole responsability to relay chat messages.
As of now, sending chat uses RetroArch's input menu, while the display of on-screen chat uses a widget overlay and RetroArch's notifications as a fallback.
If a new overlay and/or input system is desired, no backwards compatibility changes need to be made.
Only clients in playing mode (as opposed to spectating mode) can send and receive chat.

## SETTINGS SHARING
Some settings are better used when both host and clients share the same configuration.
As of protocol 6, the following settings will be shared from host to clients (without altering a client's configuration file): input latency frames and allow pausing.

## NETPLAY TUNNEL/MITM
With the current MITM system being defunct (at least as of 1.9.X), a new system was in order to solve most if not all of the problems with the current system.
This new system uses a tunneling approach, which is similar to most VPN and tunneling services around.

Tunnel commands:
RATS[unique id] (RetroArch Tunnel Session) - 16 bytes -> When this command is sent with a zeroed unique id, the tunnel server interprets this as a netplay host wanting to create a new session, in this case, the same command is returned to the host, but now with its unique session id. When a client needs to connect to a host, this command is sent with the unique session id of the host, causing the tunnel server to send a RATL command to the host.
RATL[unique id] (RetroArch Tunnel Link) - 16 bytes -> The tunnel server sends this command to the host when a client wants to connect to the host. Once the host receives this command, it establishes a new connection to the tunnel server, sending this command together with the client's unique id through this new connection, causing the tunnel server to link this connection to the connection of the client.
RATP (RetroArch Tunnel Ping) - 4 bytes -> The tunnel server sends this command to verify that the host, whom the session belongs to, is still around. The host replies with the same command. A session is closed if the tunnel server can not verify that the host is alive.

Operations:
Host -> Instead of listening and accepting connections, it connects to the tunnel server, requests a new session and then monitor this connection for new linking requests. Once a request is received, it establishes a new connection to the tunnel server for linking with a client. The tunnel server's address and port are obtained by querying the lobby server. The host will publish its session id together with the rest of its info to the lobby server.
Client -> It connects to the tunnel server and then sends the session id of the host it wants to connect to. A host's session id is obtained from the json data sent by the lobby server.

Improvements (from current MITM system):
No longer a risk of TCP port exhaustion; we only use one port now at the tunnel server.
Very little cpu usage. About 95% net I/O bound now.
Future backwards compatible with any and all changes to netplay as it no longer runs any netplay logic at MITM servers.
No longer operates the host in client mode, which was a source of many of the current problems.
Cleaner and more maintainable system and code.

Notable functions:
netplay_mitm_query -> Grabs the tunnel's address and port from the lobby server.
init_tcp_socket -> Handles the creation and operation mode of the TCP socket based on whether it's host, host+MITM or client.
handle_mitm_connection -> Creates and completes linking connections and replies to ping commands (only 1 of each per call to not affect performance).

## MISC
Ping Limiter: If a client's estimated latency to the server is higher than this value, connection will be dropped just before finishing the netplay handshake.
Ping Counter: A ping counter (similar to the FPS one) can be shown in the bottom right corner of the screen, if you are connected to a host.
LAN Discovery: Refactored and moved to its own "Refresh Netplay LAN List" button.

## FIXES
Many minor fixes to the current netplay implementation are also included.

* Remove NETPLAY_TEST_BUILD
2021-12-19 16:58:01 +01:00
Tony
71836c1055
Add option for showing notifications only in menu (#13326) 2021-12-16 14:38:43 +01:00
Tilman M. Jaeschke
682bbab233
[New Feature] Load save states from command-line or playlist (#13354)
* load save states from command-line or playlist

* load save states from command-line or playlist

* removed some brackets
2021-12-14 14:08:06 +01:00
Nikos Chantziaras
430baf7c21
Add Linux GameMode support (#13339)
This can fix a lot of performance issues, like audio crackling and frame
time spikes. This requires the GameMode package to be installed. See:

https://github.com/FeralInteractive/gamemode

This commit adds a "Game Mode" bool option to the "Power
Management" and "Latency" settings sections, and it can be toggled
on/off without restarting RA.

The actual toggling of game mode happens in a new frontend platform
interface function. Perhaps this will become useful for other platforms
that provide some equivalent of Linux GameMode.

Since the GameMode ABI is fixed, and the API comes as a single,
header-only file with no actual deps, we simply bundle the header
(deps/feralgamemode/gamemode_client.h.) That way, all Linux builds will
have support for GameMode regardless of whether the GameMode development
package is installed or not.
2021-12-14 14:07:42 +01:00
Autechre
b6695d8921
Netplay changes proposed for 1.9.14 (#13314)
* Added setting to allow/disallow players other than the host from pausing the game.
* Added a sublabel for netplay max connections.
* Fixed port override macro from not being set immediately after the port setting.
* Fixed memory leaks.
2021-12-04 02:34:21 +01:00
Tony
ecef757af9
Focus on current content entry in Disc Control append/insert (#13282) 2021-11-24 19:01:43 +01:00
Autechre
5f49899343
Bluetooth refactor (#13266)
* Use HAVE_BLUETOOTH ifdef to strip out this code when not defined

* Split up bluetooth code into its own file
2021-11-21 20:44:08 +01:00
Autechre
71b30d7846
Split up wifi networking code - move it into separate file (#13262) 2021-11-21 12:37:39 +01:00
Autechre
9e40966dce
Merge pull request #13249 from ToKe79/lakka2upstream
Upstream patches from Lakka
2021-11-20 22:07:47 +01:00
twinaphex
335c24a895 Remove unused variables 2021-11-20 21:43:40 +01:00
Tomáš Kelemen (vudiq)
efad7a7dcc
Lakka: CD-ROM eject menu item
Adds new entry (where the entry for dumping CD is) to eject the disc -
in case the CD drive has no physical button to eject the disc / the
button does not work. Useless for most, but quality of life improvement
for some.

Upstream of patch used by Lakka at build time
1943ad296e/packages/libretro/retroarch/patches/retroarch-99-eject_disc.patch
2021-11-18 00:36:01 +01:00
Tomáš Kelemen (vudiq)
a2f9273979
Bluetooth: add option to remove pairing
Pressing the START button removes the device pairing. Useful in case
the device (e.g. gamepad) was paired with a different adapter/computer
and needs to be paired again with current adapter/computer.

To pair again, RetroArch needs to be restarted, so the device list is
populated again.

Upstream of patch used by Lakka at build time
1943ad296e/packages/libretro/retroarch/patches/retroarch-98-remove_bluetooth_pairing.patch
2021-11-17 22:15:35 +01:00
GavinDarkglider
a60df14d81
Lakka/Nintendo Switch: disable cpu scaling for Nintendo Switch
Lakka on Nintendo Switch uses own cpu governor.

Upstream of patch used by Lakka at build time
1943ad296e/packages/libretro/retroarch/patches/retroarch-04-cpufreq-wip-disable-on-switch.patch
2021-11-17 22:15:35 +01:00
twinaphex
efa16a8fca Revert "(Netplay) Cthulhu88 -"
This reverts commit cb4028fd3d770241100708c8fea66782cfa6b4de.
2021-11-12 19:00:42 +01:00
twinaphex
fc460dbb9c Revert "Fix final warning and remove unused variables"
This reverts commit 5dd0e90fca50787ce5010b027642dab3c1f18aef.
2021-11-12 18:59:29 +01:00
twinaphex
13d662d76b Silence some warnings 2021-11-11 22:28:16 +01:00
twinaphex
5dd0e90fca Fix final warning and remove unused variables 2021-11-11 05:48:29 +01:00
Autechre
1280151d13
Merge pull request #13216 from libretro/splitup-record
Split up recording code
2021-11-11 02:00:52 +01:00
twinaphex
86f899c844 Revert "Shorten character arrays that are passed to fill_pathname_base_noext"
This reverts commit 318108ac82859a166f45cd081d6b58bc3f844db9.
2021-11-10 08:22:19 +01:00
twinaphex
cb4028fd3d (Netplay) Cthulhu88 -
* Netplay Chat menu
* Toggleable bind for chat (bound to ~ [tilde] by default)
2021-11-10 02:41:02 +01:00
twinaphex
0b768d0460 Split up recording code 2021-11-10 02:34:04 +01:00
twinaphex
318108ac82 Shorten character arrays that are passed to fill_pathname_base_noext 2021-11-10 00:09:33 +01:00
twinaphex
f671ce4f8c Move global->name to runloop_st 2021-11-09 06:03:00 +01:00
Tony
3137f8470b
Add 'Automatic Frame Delay' option (#13190) 2021-11-05 23:42:23 +01:00
twinaphex
1f4123ba54 Don't include netplay.h header unless we have HAVE_NETWORKING
defined
2021-11-05 19:50:02 +01:00
twinaphex
67c010394d Remove netplay_discovery.h - hopefully fixes other build issues 2021-11-05 19:12:55 +01:00
twinaphex
3bc6dd97d9 Revert "Revert "Move stray globals to networking state""
This reverts commit a796f1ce58975a640e6b843067645db304b503f7.
2021-11-05 18:55:55 +01:00
twinaphex
7f33a03423 Revert "Revert "Backport netplay changes from forum member""
This reverts commit 38a6b9f0866e8f9c1985557352ca1a25613fc862.
2021-11-05 18:52:56 +01:00
twinaphex
38a6b9f086 Revert "Backport netplay changes from forum member"
This reverts commit 367ac6ce46e77065022f98df154bffbecd9cd42d.
2021-11-05 18:34:52 +01:00
twinaphex
a796f1ce58 Revert "Move stray globals to networking state"
This reverts commit 96053e14a758c16156eb0fc9d42fba92a7004a0c.
2021-11-05 18:34:11 +01:00
twinaphex
96053e14a7 Move stray globals to networking state 2021-11-05 18:07:41 +01:00
twinaphex
367ac6ce46 Backport netplay changes from forum member 2021-11-05 17:17:10 +01:00
twinaphex
5477e34815 Move stray globals subsystem_data and subsystem_current_count to
runloop_state
2021-10-29 17:41:31 +02:00
jdgleaver
c67c7c944d
Initialise 'Explore' menu on a background thread (#13162) 2021-10-27 17:51:22 +02:00
twinaphex
b200ced199 Buildfix for --have-menu 2021-10-15 14:43:25 +02:00
Autechre
e7f182811a
Split up audio code into new file audio/audio_driver.c (#13097)
* Split up audio code into new file audio/audio_driver.c

* Fix build issues #1

* Small cleanup

* Fix typo
2021-10-11 18:01:37 +02:00
Salvador
58e7dd8a1a
Add Miyoo target (#12860)
* add miyoo target
2021-10-08 13:53:49 +02:00
Francisco Javier Trujillo Mata
9f96723dd0 Adding proper translations for changing resolution 2021-10-04 23:53:55 +02:00
Francisco Javier Trujillo Mata
3bbfcf7b39 Adding to get_video_output_size 2 parameters for additional info 2021-10-04 23:53:55 +02:00
Francisco Javier Trujillo Mata
216675919b Add PS2 Support for changing resolution and offset 2021-10-04 23:53:55 +02:00
Francisco Javier Trujillo Mata
c8a46e6e69 Add option for change video windows offsets, from video output 2021-10-04 23:53:54 +02:00
Autechre
2c355419bd
Merge pull request #13066 from 3rd-fork/master
Remove usage of winrt storage files from uwp version
2021-10-03 23:12:28 +02:00
Tunip3
be7d6832d3 strip out winrt storagefiles 2021-10-01 09:58:17 +01:00
twinaphex
e886e908d5 Create consistent naming conventions - use retroarch_ instead
of rarch_ for some functions for all functions coming from retroarch.h
2021-09-28 12:56:10 +02:00
Nathan Strong
fb86ca6e33 Fix the snprintf warnings for everyone this time
== DETAILS
So, basically this back-and-forth is because we used fixed-size
data types (i.e. `uint32_t`) which maps to different primitive data
types on different platforms. So `uint32_t` might be a `long` on some
platforms (e.g. Wii U), while it's just a plain integer on others (PC).
And the format specifier works off primitive data type, not data type
size.

So, to resolve this, we:

- keep `%lx` as the format specifier
- cast the parameter to printf to unsigned long

This is better than the alternatives that could cause problems trying to
cast a long down to an int.
2021-09-25 15:08:34 -07:00
Nathan Strong
9b2d4236ad WIIU: Clean up a bunch of compiler warnings
== DETAILS
These changes fall into a few broad categories:

1. Explicitly undefine things we want to re-define due to conflicts with
   the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
   long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
   messages
4. Add parenthesis to make Wii U shader declarations stop complaining

And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.

These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
2021-09-25 13:25:39 -07:00