Gregor Richards
d373684bd5
Off-by-one
2016-12-18 19:28:42 -05:00
Gregor Richards
b51cf8be2b
Real, actual (almost) >2-player support.
2016-12-18 19:28:42 -05:00
Gregor Richards
2cc8c5c467
Removing silly foo_ names used to help migration.
2016-12-18 19:28:42 -05:00
Gregor Richards
53c46530aa
Very first tidbits of true multiplayer support (minus actual multiple
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players so far)
2016-12-18 19:28:42 -05:00
Gregor Richards
b5cd187077
Since there's now only one mode, removing netplay_callbacks entirely.
2016-12-18 19:28:42 -05:00
Gregor Richards
9b2270f5d4
Say goodbye to spectator mode (for now)
2016-12-18 19:28:42 -05:00
Gregor Richards
4768970d52
Moving force_send_savestate from netplay to connection.
2016-12-18 19:28:42 -05:00
Gregor Richards
ea722b49c8
Move other_addr from netplay to connection.
2016-12-18 19:28:42 -05:00
Gregor Richards
d1d29143b2
Move nickname field to connections. Spectate mode officially broken.
2016-12-18 19:28:42 -05:00
Gregor Richards
189cc6e5d6
Moving socket buffers to per-connection (currently breaks
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delay_frames=0)
2016-12-18 19:28:42 -05:00
Gregor Richards
b334f04bd5
Removing RARCH_ from Netplay stall reasons.
2016-12-18 19:28:42 -05:00
Gregor Richards
1e1abf6951
First step of multiple connections. Still only one connection actually
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works.
2016-12-18 19:28:42 -05:00
Gregor Richards
3908e25895
Separating local mode from remote mode.
2016-12-18 19:28:42 -05:00
Gregor Richards
775584cdac
Adding more README info.
2016-12-18 19:28:42 -05:00
Gregor Richards
170b590bdb
Client now starts one frame after finishing connection, for easier sync.
2016-12-18 19:28:42 -05:00
Gregor Richards
80be19a7da
Renames for readability, merging frame and sram into sync packet.
2016-12-18 19:28:42 -05:00
Gregor Richards
f89e54fcb7
Now that we don't have to start at frame 0, use the server frame count
2016-12-18 19:28:42 -05:00
Gregor Richards
b3092f6fde
Moving things that shouldn't have been public into netplay_private.h
2016-12-18 19:28:41 -05:00
Gregor Richards
9054b51f0e
Finally, bringing back the first frame (in nonblocking mode)
2016-12-18 19:28:41 -05:00
Gregor Richards
ce7686104d
Removing dead code
2016-12-18 19:28:41 -05:00
Gregor Richards
71e5cb756a
Support for delay_frames=0 in nonblocking mode.
2016-12-18 19:28:41 -05:00
Gregor Richards
1c8f056239
Nonblocking initial connection. Haven't tested with delay_frames=0 yet
2016-12-18 19:28:41 -05:00
Gregor Richards
3f8f9761f6
Fixes particularly affecting delay_frames=0 mode
2016-12-18 19:28:41 -05:00
Gregor Richards
91e7db3eca
This semicolon broke everything!
2016-12-18 19:28:40 -05:00
Gregor Richards
ba76528b8f
A more sophisticated status variable for later making the initial
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connection nonblocking.
2016-12-18 19:28:39 -05:00
Gregor Richards
0f5eec9987
Use zbuffer_size instead of state_size for the packet buffer
2016-12-18 19:28:39 -05:00
Gregor Richards
1214541410
Added packet buffer resizing to cope with initialization quirks.
2016-12-18 19:28:38 -05:00
Gregor Richards
36a93e5697
Fix a few bits broken by merging.
2016-12-18 19:28:38 -05:00
Gregor Richards
900e5a79ec
Use nonblocking sockets for Netplay to avoid some stalls.
2016-12-18 19:28:38 -05:00
twinaphex
89820220b7
(libretro-common) Cleanup/style nits for archive_file_{7z/zlib}
2016-12-19 00:12:24 +01:00
Twinaphex
e639f12e35
Merge pull request #4273 from fr500/master
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differentiate xbox one controllers
2016-12-19 00:01:45 +01:00
radius
ab56b5f33c
differentiate xbox one controllers
2016-12-18 13:44:15 -05:00
twinaphex
7dce431239
Move VIDEO_SMOOTH to Video Filter setting
2016-12-18 17:32:55 +01:00
twinaphex
75696a1e12
Rename 'HW Bilinear Filtering' to 'Bilinear Filtering'
2016-12-18 17:31:00 +01:00
twinaphex
af98a61901
Update string
2016-12-18 17:28:29 +01:00
twinaphex
327c81ed3a
(XMB) Create icons for CFILE
2016-12-18 17:26:02 +01:00
twinaphex
5adaf9e2aa
(menu_cbs_ok.c) Add some comments
2016-12-18 16:01:00 +01:00
twinaphex
2fa5b09e7a
(RJPEG) Cleanups
2016-12-18 15:57:47 +01:00
twinaphex
d6ece7f1b8
(RJPEG) Cleanups
2016-12-18 15:51:08 +01:00
twinaphex
a44afda5c5
(RJPEG) Cleanups
2016-12-18 15:30:29 +01:00
twinaphex
099f3a8d52
(RJPEG) Style nits
2016-12-18 15:28:02 +01:00
twinaphex
e9d9f1d90f
(RBMP) Cleanups
2016-12-18 14:51:57 +01:00
twinaphex
35de6df7f9
(RJPEG) Cleanups
2016-12-18 12:15:36 +01:00
twinaphex
222650df35
(rjpeg.c) Cleanups
2016-12-18 12:12:09 +01:00
Twinaphex
d604441cea
Merge pull request #4266 from GregorR/netplay-better-simulation
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Better netplay input simulation
2016-12-18 07:13:52 +01:00
Twinaphex
152e4f7377
Merge pull request #4265 from GregorR/netplay-full-deinit
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When we disconnect netplay, fully deinit it
2016-12-18 07:13:43 +01:00
Twinaphex
05b4bfcb66
Merge pull request #4262 from Themaister/master
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Wayland: Implement basic keyboard/mouse
2016-12-18 07:13:33 +01:00
Gregor Richards
1245d1b5dd
Better netplay input simulation
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In resimulation mode, we only copy the buttons. The reason for this
is nonobvious:
If we resimulated nothing, then the /duration/ with which any input
was pressed would be approximately correct, since the original
simulation came in as the input came in, but the /number of times/
the input was pressed would be wrong, as there would be an
advancing wavefront of real data overtaking the simulated data
(which is really just real data offset by some frames).
That's acceptable for arrows in most situations, since the amount
you move is tied to the duration, but unacceptable for buttons,
which will seem to jerkily be pressed numerous times with those
wavefronts.
2016-12-18 00:46:02 -05:00
Gregor Richards
17e08c7a28
When we disconnect netplay, fully deinit it
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In particular, we need to disentangle the interceding netplay callbacks.
In previous versions, if you disconnected netplay but were using a core
that made netplay stall for connections (i.e., one that has no
savestates), netplay would continue to stall because it still
interceded, even though it was supposed to be off. This fixes that.
2016-12-17 23:08:59 -05:00
Hans-Kristian Arntzen
eecb60549f
No need to ugly hack in qb/conf.libs.sh.
2016-12-17 21:49:00 +01:00