RetroArch/network/netplay/netplay_frontend.c
2017-03-05 15:49:07 -05:00

1332 lines
40 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2016-2017 - Gregor Richards
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <sys/types.h>
#include <boolean.h>
#include <compat/strl.h>
#include <command.h>
#include <retro_assert.h>
#include <string/stdstring.h>
#include <net/net_http.h>
#include "netplay_private.h"
#include "../../configuration.h"
#include "../../input/input_driver.h"
#include "../../runloop.h"
#include "../../tasks/tasks_internal.h"
#include <file/file_path.h>
#include "../../file_path_special.h"
#include "../../paths.h"
/* Only used before init_netplay */
static bool netplay_enabled = false;
static bool netplay_is_client = false;
/* Used while Netplay is running */
static netplay_t *netplay_data = NULL;
/* Used to avoid recursive netplay calls */
static bool in_netplay = false;
/* Used for deferred netplay initialization */
static bool netplay_client_deferred = false;
static char server_address_deferred[512] = "";
static unsigned server_port_deferred = 0;
/* Used */
static int reannounce = 0;
static bool is_mitm = false;
/**
* netplay_is_alive:
* @netplay : pointer to netplay object
*
* Checks if input port/index is controlled by netplay or not.
*
* Returns: true (1) if alive, otherwise false (0).
**/
static bool netplay_is_alive(void)
{
if (!netplay_data)
return false;
return (netplay_data->is_server && !!netplay_data->connected_players) ||
(!netplay_data->is_server && netplay_data->self_mode >= NETPLAY_CONNECTION_CONNECTED);
}
/**
* netplay_should_skip:
* @netplay : pointer to netplay object
*
* If we're fast-forward replaying to resync, check if we
* should actually show frame.
*
* Returns: bool (1) if we should skip this frame, otherwise
* false (0).
**/
static bool netplay_should_skip(netplay_t *netplay)
{
if (!netplay)
return false;
return netplay->is_replay && (netplay->self_mode >= NETPLAY_CONNECTION_CONNECTED);
}
/**
* netplay_can_poll
*
* Just a frontend for netplay->can_poll that handles netplay==NULL
*/
static bool netplay_can_poll(netplay_t *netplay)
{
if (!netplay)
return false;
return netplay->can_poll;
}
/**
* get_self_input_state:
* @netplay : pointer to netplay object
*
* Grab our own input state and send this frame's input state (self and remote)
* over the network
*
* Returns: true (1) if successful, otherwise false (0).
*/
static bool get_self_input_state(netplay_t *netplay)
{
uint32_t state[WORDS_PER_INPUT] = {0, 0, 0};
struct delta_frame *ptr = &netplay->buffer[netplay->self_ptr];
size_t i;
if (!netplay_delta_frame_ready(netplay, ptr, netplay->self_frame_count))
return false;
if (ptr->have_local)
{
/* We've already read this frame! */
return true;
}
if (!input_driver_is_libretro_input_blocked() && netplay->self_frame_count > 0)
{
/* First frame we always give zero input since relying on
* input from first frame screws up when we use -F 0. */
retro_input_state_t cb = netplay->cbs.state_cb;
for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
{
int16_t tmp = cb(0,
RETRO_DEVICE_JOYPAD, 0, (unsigned)i);
state[0] |= tmp ? 1 << i : 0;
}
for (i = 0; i < 2; i++)
{
int16_t tmp_x = cb(0,
RETRO_DEVICE_ANALOG, (unsigned)i, 0);
int16_t tmp_y = cb(0,
RETRO_DEVICE_ANALOG, (unsigned)i, 1);
state[1 + i] = (uint16_t)tmp_x | (((uint16_t)tmp_y) << 16);
}
}
memcpy(ptr->self_state, state, sizeof(state));
ptr->have_local = true;
/* If we're playing, copy it in as real input */
if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING)
{
memcpy(ptr->real_input_state[netplay->self_player], state,
sizeof(state));
ptr->have_real[netplay->self_player] = true;
}
/* And send this input to our peers */
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
netplay_send_cur_input(netplay, &netplay->connections[i]);
}
return true;
}
bool init_netplay_deferred(const char* server, unsigned port)
{
if (!string_is_empty(server) && port != 0)
{
strlcpy(server_address_deferred, server, sizeof(server_address_deferred));
server_port_deferred = port;
netplay_client_deferred = true;
}
else
netplay_client_deferred = false;
return netplay_client_deferred;
}
/**
* netplay_poll:
* @netplay : pointer to netplay object
*
* Polls network to see if we have anything new. If our
* network buffer is full, we simply have to block
* for new input data.
*
* Returns: true (1) if successful, otherwise false (0).
**/
static bool netplay_poll(void)
{
int res;
uint32_t player;
size_t i;
netplay_data->can_poll = false;
get_self_input_state(netplay_data);
/* If we're not connected, we're done */
if (netplay_data->self_mode == NETPLAY_CONNECTION_NONE)
return true;
/* Read Netplay input, block if we're configured to stall for input every
* frame */
netplay_update_unread_ptr(netplay_data);
if (netplay_data->stateless_mode &&
netplay_data->connected_players &&
netplay_data->unread_frame_count <= netplay_data->run_frame_count)
res = netplay_poll_net_input(netplay_data, true);
else
res = netplay_poll_net_input(netplay_data, false);
if (res == -1)
{
/* Catastrophe! */
for (i = 0; i < netplay_data->connections_size; i++)
netplay_hangup(netplay_data, &netplay_data->connections[i]);
return false;
}
/* Simulate the input if we don't have real input */
netplay_simulate_input(netplay_data, netplay_data->run_ptr, false);
/* Handle any slaves */
if (netplay_data->is_server && netplay_data->connected_slaves)
netplay_handle_slaves(netplay_data);
netplay_update_unread_ptr(netplay_data);
/* Figure out how many frames of input latency we should be using to hide
* network latency */
if (netplay_data->frame_run_time_avg || netplay_data->stateless_mode)
{
/* FIXME: Using fixed 60fps for this calculation */
unsigned frames_per_frame = netplay_data->frame_run_time_avg ?
(16666/netplay_data->frame_run_time_avg) :
0;
unsigned frames_ahead = (netplay_data->run_frame_count > netplay_data->unread_frame_count) ?
(netplay_data->run_frame_count - netplay_data->unread_frame_count) :
0;
settings_t *settings = config_get_ptr();
unsigned input_latency_frames_min = settings->netplay.input_latency_frames_min;
unsigned input_latency_frames_max = input_latency_frames_min + settings->netplay.input_latency_frames_range;
/* Assume we need a couple frames worth of time to actually run the
* current frame */
if (frames_per_frame > 2)
frames_per_frame -= 2;
else
frames_per_frame = 0;
/* Shall we adjust our latency? */
if (netplay_data->stateless_mode)
{
/* In stateless mode, we adjust up if we're "close" and down if we
* have a lot of slack */
if (netplay_data->input_latency_frames < input_latency_frames_min ||
(netplay_data->unread_frame_count == netplay_data->run_frame_count + 1 &&
netplay_data->input_latency_frames < input_latency_frames_max))
{
netplay_data->input_latency_frames++;
}
else if (netplay_data->input_latency_frames > input_latency_frames_max ||
(netplay_data->unread_frame_count > netplay_data->run_frame_count + 2 &&
netplay_data->input_latency_frames > input_latency_frames_min))
{
netplay_data->input_latency_frames--;
}
}
else if (netplay_data->input_latency_frames < input_latency_frames_min ||
(frames_per_frame < frames_ahead &&
netplay_data->input_latency_frames < input_latency_frames_max))
{
/* We can't hide this much network latency with replay, so hide some
* with input latency */
netplay_data->input_latency_frames++;
}
else if (netplay_data->input_latency_frames > input_latency_frames_max ||
(frames_per_frame > frames_ahead + 2 &&
netplay_data->input_latency_frames > input_latency_frames_min))
{
/* We don't need this much latency (any more) */
netplay_data->input_latency_frames--;
}
}
/* If we're stalled, consider unstalling */
switch (netplay_data->stall)
{
case NETPLAY_STALL_RUNNING_FAST:
{
if (netplay_data->unread_frame_count + NETPLAY_MAX_STALL_FRAMES - 2
> netplay_data->self_frame_count)
{
netplay_data->stall = NETPLAY_STALL_NONE;
for (i = 0; i < netplay_data->connections_size; i++)
{
struct netplay_connection *connection = &netplay_data->connections[i];
if (connection->active && connection->stall)
connection->stall = NETPLAY_STALL_NONE;
}
}
break;
}
case NETPLAY_STALL_SPECTATOR_WAIT:
if (netplay_data->self_mode == NETPLAY_CONNECTION_PLAYING || netplay_data->unread_frame_count > netplay_data->self_frame_count)
netplay_data->stall = NETPLAY_STALL_NONE;
break;
case NETPLAY_STALL_INPUT_LATENCY:
/* Just let it recalculate momentarily */
netplay_data->stall = NETPLAY_STALL_NONE;
break;
case NETPLAY_STALL_SERVER_REQUESTED:
{
/* See if the stall is done */
if (netplay_data->connections[0].stall_frame == 0)
{
/* Stop stalling! */
netplay_data->connections[0].stall = NETPLAY_STALL_NONE;
netplay_data->stall = NETPLAY_STALL_NONE;
}
else
{
netplay_data->connections[0].stall_frame--;
}
break;
}
case NETPLAY_STALL_NO_CONNECTION:
/* We certainly haven't fixed this */
break;
default: /* not stalling */
break;
}
/* If we're not stalled, consider stalling */
if (!netplay_data->stall)
{
/* Have we not read enough latency frames? */
if (netplay_data->self_mode == NETPLAY_CONNECTION_PLAYING &&
netplay_data->connected_players &&
netplay_data->run_frame_count + netplay_data->input_latency_frames > netplay_data->self_frame_count)
{
netplay_data->stall = NETPLAY_STALL_INPUT_LATENCY;
netplay_data->stall_time = 0;
}
/* Are we too far ahead? */
if (netplay_data->unread_frame_count + NETPLAY_MAX_STALL_FRAMES
<= netplay_data->self_frame_count)
{
netplay_data->stall = NETPLAY_STALL_RUNNING_FAST;
netplay_data->stall_time = cpu_features_get_time_usec();
/* Figure out who to blame */
if (netplay_data->is_server)
{
for (player = 0; player < MAX_USERS; player++)
{
if (!(netplay_data->connected_players & (1<<player))) continue;
if (netplay_data->read_frame_count[player] > netplay_data->unread_frame_count) continue;
for (i = 0; i < netplay_data->connections_size; i++)
{
struct netplay_connection *connection = &netplay_data->connections[i];
if (connection->active &&
connection->mode == NETPLAY_CONNECTION_PLAYING &&
connection->player == player)
{
connection->stall = NETPLAY_STALL_RUNNING_FAST;
connection->stall_time = netplay_data->stall_time;
break;
}
}
}
}
}
/* If we're a spectator, are we ahead at all? */
if (!netplay_data->is_server &&
(netplay_data->self_mode == NETPLAY_CONNECTION_SPECTATING ||
netplay_data->self_mode == NETPLAY_CONNECTION_SLAVE) &&
netplay_data->unread_frame_count <= netplay_data->self_frame_count)
{
netplay_data->stall = NETPLAY_STALL_SPECTATOR_WAIT;
netplay_data->stall_time = cpu_features_get_time_usec();
}
}
/* If we're stalling, consider disconnection */
if (netplay_data->stall && netplay_data->stall_time)
{
retro_time_t now = cpu_features_get_time_usec();
/* Don't stall out while they're paused */
if (netplay_data->remote_paused)
netplay_data->stall_time = now;
else if (now - netplay_data->stall_time >=
(netplay_data->is_server ? MAX_SERVER_STALL_TIME_USEC :
MAX_CLIENT_STALL_TIME_USEC))
{
/* Stalled out! */
if (netplay_data->is_server)
{
for (i = 0; i < netplay_data->connections_size; i++)
{
struct netplay_connection *connection = &netplay_data->connections[i];
if (connection->active &&
connection->mode == NETPLAY_CONNECTION_PLAYING &&
connection->stall &&
now - connection->stall_time >= MAX_SERVER_STALL_TIME_USEC)
{
netplay_hangup(netplay_data, connection);
}
}
}
else
{
netplay_hangup(netplay_data, &netplay_data->connections[0]);
}
return false;
}
}
return true;
}
/**
* input_poll_net
*
* Poll the network if necessary.
*/
void input_poll_net(void)
{
if (!netplay_should_skip(netplay_data) && netplay_can_poll(netplay_data))
netplay_poll();
}
/* Netplay polling callbacks */
void video_frame_net(const void *data, unsigned width,
unsigned height, size_t pitch)
{
if (!netplay_should_skip(netplay_data))
netplay_data->cbs.frame_cb(data, width, height, pitch);
}
void audio_sample_net(int16_t left, int16_t right)
{
if (!netplay_should_skip(netplay_data) && !netplay_data->stall)
netplay_data->cbs.sample_cb(left, right);
}
size_t audio_sample_batch_net(const int16_t *data, size_t frames)
{
if (!netplay_should_skip(netplay_data) && !netplay_data->stall)
return netplay_data->cbs.sample_batch_cb(data, frames);
return frames;
}
static int16_t netplay_input_state(netplay_t *netplay,
unsigned port, unsigned device,
unsigned idx, unsigned id)
{
size_t ptr = netplay->is_replay ?
netplay->replay_ptr : netplay->run_ptr;
const uint32_t *curr_input_state = NULL;
if (port <= 1)
{
/* Possibly flip the port */
if (netplay_flip_port(netplay))
port ^= 1;
}
else if (port >= MAX_USERS)
{
return 0;
}
if (port > netplay->player_max)
netplay->player_max = port;
if (netplay->buffer[ptr].have_real[port])
{
netplay->buffer[ptr].used_real[port] = true;
curr_input_state = netplay->buffer[ptr].real_input_state[port];
}
else
{
curr_input_state = netplay->buffer[ptr].simulated_input_state[port];
}
switch (device)
{
case RETRO_DEVICE_JOYPAD:
return ((1 << id) & curr_input_state[0]) ? 1 : 0;
case RETRO_DEVICE_ANALOG:
{
uint32_t state = curr_input_state[1 + idx];
return (int16_t)(uint16_t)(state >> (id * 16));
}
default:
return 0;
}
}
static void netplay_announce_cb(void *task_data, void *user_data, const char *error)
{
RARCH_LOG("Announcing netplay game... \n");
if (task_data)
{
http_transfer_data_t *data = (http_transfer_data_t*)task_data;
struct string_list *lines;
unsigned i, ip_len, port_len;
const char *mitm_ip = NULL;
const char *mitm_port = NULL;
char *buf;
char *host_string;
if (data->len == 0)
{
free(task_data);
return;
}
buf = (char*)calloc(1, data->len + 1);
memcpy(buf, data->data, data->len);
lines = string_split(buf, "\n");
if (lines->size == 0)
{
string_list_free(lines);
free(buf);
free(task_data);
return;
}
for (i = 0; i < lines->size; i++)
{
const char *line = lines->elems[i].data;
if (!strncmp(line, "mitm_ip=", 8))
mitm_ip = line + 8;
if (!strncmp(line, "mitm_port=", 10))
mitm_port = line + 10;
}
if (mitm_ip && mitm_port)
{
RARCH_LOG("Joining MITM server: %s:%s\n", mitm_ip, mitm_port);
ip_len = strlen(mitm_ip);
port_len = strlen(mitm_port);
/* Enable Netplay client mode */
if (netplay_driver_ctl(RARCH_NETPLAY_CTL_IS_DATA_INITED, NULL))
{
command_event(CMD_EVENT_NETPLAY_DEINIT, NULL);
is_mitm = true;
}
netplay_driver_ctl(RARCH_NETPLAY_CTL_ENABLE_CLIENT, NULL);
host_string = (char*)calloc(1, ip_len + port_len + 1);
memcpy(host_string, mitm_ip, ip_len);
memcpy(host_string + ip_len, ":", 1);
memcpy(host_string + ip_len + 1, mitm_port, port_len);
/* Enable Netplay */
command_event(CMD_EVENT_NETPLAY_INIT_DIRECT_DEFERRED, (void*)host_string);
command_event(CMD_EVENT_NETPLAY_INIT, (void*)host_string);
free(host_string);
}
string_list_free(lines);
free(buf);
free(task_data);
}
return;
}
static void netplay_announce(void)
{
char buf [2048];
char url [2048] = "http://newlobby.libretro.com/add/";
rarch_system_info_t *system = NULL;
settings_t *settings = config_get_ptr();
uint32_t *content_crc_ptr = NULL;
char *username;
char *corename;
char *gamename;
char *coreversion;
content_get_crc(&content_crc_ptr);
runloop_ctl(RUNLOOP_CTL_SYSTEM_INFO_GET, &system);
net_http_urlencode_full(&username, settings->username);
net_http_urlencode_full(&corename, system->info.library_name);
net_http_urlencode_full(&gamename, !string_is_empty(path_basename(path_get(RARCH_PATH_BASENAME))) ? path_basename(path_get(RARCH_PATH_BASENAME)) : "N/A");
net_http_urlencode_full(&coreversion, system->info.library_version);
buf[0] = '\0';
snprintf(buf, sizeof(buf), "username=%s&core_name=%s&core_version=%s&"
"game_name=%s&game_crc=%08X&port=%d"
"&has_password=%d&has_spectate_password=%d&force_mitm=%d",
username, corename, coreversion, gamename, *content_crc_ptr,
settings->netplay.port, settings->netplay.password ? 1 : 0, settings->netplay.spectate_password ? 1 : 0,
settings->netplay.use_mitm_server);
task_push_http_post_transfer(url, buf, true, NULL, netplay_announce_cb, NULL);
free(username);
free(corename);
free(gamename);
free(coreversion);
}
int16_t input_state_net(unsigned port, unsigned device,
unsigned idx, unsigned id)
{
if (netplay_is_alive())
return netplay_input_state(netplay_data, port, device, idx, id);
return netplay_data->cbs.state_cb(port, device, idx, id);
}
/* ^^^ Netplay polling callbacks */
/**
* netplay_command:
* @netplay : pointer to netplay object
* @cmd : command to send
* @data : data to send as argument
* @sz : size of data
* @command_str : name of action
* @success_msg : message to display upon success
*
* Sends a single netplay command and waits for response. Only actually used
* for player flipping. FIXME: Should probably just be removed.
*/
bool netplay_command(netplay_t* netplay, struct netplay_connection *connection,
enum netplay_cmd cmd, void* data, size_t sz, const char* command_str,
const char* success_msg)
{
retro_assert(netplay);
if (!netplay_send_raw_cmd(netplay, connection, cmd, data, sz))
return false;
runloop_msg_queue_push(success_msg, 1, 180, false);
return true;
}
/**
* netplay_flip_users:
* @netplay : pointer to netplay object
*
* Flip who controls user 1 and 2.
*/
static void netplay_flip_users(netplay_t *netplay)
{
/* Must be in the future because we may have
* already sent this frame's data */
uint32_t flip_frame = netplay->self_frame_count + 1;
uint32_t flip_frame_net = htonl(flip_frame);
size_t i;
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
{
netplay_command(netplay, connection, NETPLAY_CMD_FLIP_PLAYERS,
&flip_frame_net, sizeof flip_frame_net, "flip users",
"Successfully flipped users.\n");
}
}
netplay->flip ^= true;
netplay->flip_frame = flip_frame;
}
/**
* netplay_frontend_paused
* @netplay : pointer to netplay object
* @paused : true if frontend is paused
*
* Inform Netplay of the frontend's pause state (paused or otherwise)
*/
static void netplay_frontend_paused(netplay_t *netplay, bool paused)
{
size_t i;
uint32_t paused_ct;
/* Nothing to do if we already knew this */
if (netplay->local_paused == paused)
return;
netplay->local_paused = paused;
/* Communicating this is a bit odd: If exactly one other connection is
* paused, then we must tell them that we're unpaused, as from their
* perspective we are. If more than one other connection is paused, then our
* status as proxy means we are NOT unpaused to either of them. */
paused_ct = 0;
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (connection->active && connection->paused)
paused_ct++;
}
if (paused_ct > 1)
return;
/* Send our unpaused status. Must send manually because we must immediately
* flush the buffer: If we're paused, we won't be polled. */
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
{
if (paused)
netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_PAUSE,
netplay->nick, NETPLAY_NICK_LEN);
else
netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_RESUME,
NULL, 0);
/* We're not going to be polled, so we need to flush this command now */
netplay_send_flush(&connection->send_packet_buffer, connection->fd, true);
}
}
}
/**
* netplay_pre_frame:
* @netplay : pointer to netplay object
*
* Pre-frame for Netplay.
* Call this before running retro_run().
*
* Returns: true (1) if the frontend is cleared to emulate the frame, false (0)
* if we're stalled or paused
**/
bool netplay_pre_frame(netplay_t *netplay)
{
bool sync_stalled;
settings_t *settings = config_get_ptr();
retro_assert(netplay);
if (settings->netplay.public_announce)
{
reannounce++;
if ((netplay->is_server || is_mitm) && (reannounce % 3600 == 0))
netplay_announce();
}
else
{
/* Make sure that if announcement is turned on mid-game, it gets announced */
reannounce = -1;
}
/* FIXME: This is an ugly way to learn we're not paused anymore */
if (netplay->local_paused)
netplay_frontend_paused(netplay, false);
if (netplay->quirks & NETPLAY_QUIRK_INITIALIZATION)
{
/* Are we ready now? */
netplay_try_init_serialization(netplay);
}
if (netplay->is_server)
{
/* Advertise our server */
netplay_lan_ad_server(netplay);
/* NAT traversal if applicable */
if (netplay->nat_traversal &&
!netplay->nat_traversal_task_oustanding &&
netplay->nat_traversal_state.request_outstanding &&
!netplay->nat_traversal_state.have_inet4)
{
struct timeval tmptv = {0};
fd_set fds = netplay->nat_traversal_state.fds;
if (socket_select(netplay->nat_traversal_state.nfds, &fds, NULL, NULL, &tmptv) > 0)
natt_read(&netplay->nat_traversal_state);
#ifndef HAVE_SOCKET_LEGACY
if (!netplay->nat_traversal_state.request_outstanding ||
netplay->nat_traversal_state.have_inet4)
netplay_announce_nat_traversal(netplay);
#endif
}
}
sync_stalled = !netplay_sync_pre_frame(netplay);
if (sync_stalled ||
(netplay->connected_players &&
(netplay->stall || netplay->remote_paused)))
{
/* We may have received data even if we're stalled, so run post-frame
* sync */
netplay_sync_post_frame(netplay, true);
return false;
}
return true;
}
/**
* netplay_post_frame:
* @netplay : pointer to netplay object
*
* Post-frame for Netplay.
* We check if we have new input and replay from recorded input.
* Call this after running retro_run().
**/
void netplay_post_frame(netplay_t *netplay)
{
size_t i;
retro_assert(netplay);
netplay_update_unread_ptr(netplay);
netplay_sync_post_frame(netplay, false);
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (connection->active &&
!netplay_send_flush(&connection->send_packet_buffer, connection->fd,
false))
netplay_hangup(netplay, &netplay->connections[0]);
}
}
/**
* netplay_force_future
* @netplay : pointer to netplay object
*
* Force netplay to ignore all past input, typically because we've just loaded
* a state or reset.
*/
static void netplay_force_future(netplay_t *netplay)
{
/* Wherever we're inputting, that's where we consider our state to be loaded */
netplay->run_ptr = netplay->self_ptr;
netplay->run_frame_count = netplay->self_frame_count;
/* We need to ignore any intervening data from the other side,
* and never rewind past this */
netplay_update_unread_ptr(netplay);
if (netplay->unread_frame_count < netplay->run_frame_count)
{
uint32_t player;
for (player = 0; player < MAX_USERS; player++)
{
if (!(netplay->connected_players & (1<<player))) continue;
if (netplay->read_frame_count[player] < netplay->run_frame_count)
{
netplay->read_ptr[player] = netplay->run_ptr;
netplay->read_frame_count[player] = netplay->run_frame_count;
}
}
if (netplay->server_frame_count < netplay->run_frame_count)
{
netplay->server_ptr = netplay->run_ptr;
netplay->server_frame_count = netplay->run_frame_count;
}
netplay_update_unread_ptr(netplay);
}
if (netplay->other_frame_count < netplay->run_frame_count)
{
netplay->other_ptr = netplay->run_ptr;
netplay->other_frame_count = netplay->run_frame_count;
}
}
/**
* netplay_send_savestate
* @netplay : pointer to netplay object
* @serial_info : the savestate being loaded
* @cx : compression type
* @z : compression backend to use
*
* Send a loaded savestate to those connected peers using the given compression
* scheme.
*/
void netplay_send_savestate(netplay_t *netplay,
retro_ctx_serialize_info_t *serial_info, uint32_t cx,
struct compression_transcoder *z)
{
uint32_t header[4];
uint32_t rd, wn;
size_t i;
/* Compress it */
z->compression_backend->set_in(z->compression_stream,
(const uint8_t*)serial_info->data_const, (uint32_t)serial_info->size);
z->compression_backend->set_out(z->compression_stream,
netplay->zbuffer, (uint32_t)netplay->zbuffer_size);
if (!z->compression_backend->trans(z->compression_stream, true, &rd,
&wn, NULL))
{
/* Catastrophe! */
for (i = 0; i < netplay->connections_size; i++)
netplay_hangup(netplay, &netplay->connections[i]);
return;
}
/* Send it to relevant peers */
header[0] = htonl(NETPLAY_CMD_LOAD_SAVESTATE);
header[1] = htonl(wn + 2*sizeof(uint32_t));
header[2] = htonl(netplay->run_frame_count);
header[3] = htonl(serial_info->size);
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (!connection->active ||
connection->mode < NETPLAY_CONNECTION_CONNECTED ||
connection->compression_supported != cx) continue;
if (!netplay_send(&connection->send_packet_buffer, connection->fd, header,
sizeof(header)) ||
!netplay_send(&connection->send_packet_buffer, connection->fd,
netplay->zbuffer, wn))
netplay_hangup(netplay, connection);
}
}
/**
* netplay_load_savestate
* @netplay : pointer to netplay object
* @serial_info : the savestate being loaded, NULL means
* "load it yourself"
* @save : Whether to save the provided serial_info
* into the frame buffer
*
* Inform Netplay of a savestate load and send it to the other side
**/
void netplay_load_savestate(netplay_t *netplay,
retro_ctx_serialize_info_t *serial_info, bool save)
{
retro_ctx_serialize_info_t tmp_serial_info;
netplay_force_future(netplay);
/* Record it in our own buffer */
if (save || !serial_info)
{
if (netplay_delta_frame_ready(netplay,
&netplay->buffer[netplay->run_ptr], netplay->run_frame_count))
{
if (!serial_info)
{
tmp_serial_info.size = netplay->state_size;
tmp_serial_info.data = netplay->buffer[netplay->run_ptr].state;
if (!core_serialize(&tmp_serial_info))
return;
tmp_serial_info.data_const = tmp_serial_info.data;
serial_info = &tmp_serial_info;
}
else
{
if (serial_info->size <= netplay->state_size)
{
memcpy(netplay->buffer[netplay->run_ptr].state,
serial_info->data_const, serial_info->size);
}
}
}
else
{
/* FIXME: This is a critical failure! */
return;
}
}
/* If we can't send it to the peer, loading a state was a bad idea */
if (netplay->quirks & (
NETPLAY_QUIRK_NO_SAVESTATES
| NETPLAY_QUIRK_NO_TRANSMISSION))
return;
/* Send this to every peer */
if (netplay->compress_nil.compression_backend)
netplay_send_savestate(netplay, serial_info, 0, &netplay->compress_nil);
if (netplay->compress_zlib.compression_backend)
netplay_send_savestate(netplay, serial_info, NETPLAY_COMPRESSION_ZLIB,
&netplay->compress_zlib);
}
/**
* netplay_core_reset
* @netplay : pointer to netplay object
*
* Indicate that the core has been reset to netplay peers
**/
static void netplay_core_reset(netplay_t *netplay)
{
uint32_t cmd[3];
size_t i;
/* Ignore past input */
netplay_force_future(netplay);
/* Request that our peers reset */
cmd[0] = htonl(NETPLAY_CMD_RESET);
cmd[1] = htonl(sizeof(uint32_t));
cmd[2] = htonl(netplay->self_frame_count);
for (i = 0; i < netplay->connections_size; i++)
{
struct netplay_connection *connection = &netplay->connections[i];
if (!connection->active ||
connection->mode < NETPLAY_CONNECTION_CONNECTED) continue;
if (!netplay_send(&connection->send_packet_buffer, connection->fd, cmd,
sizeof(cmd)))
netplay_hangup(netplay, connection);
}
}
/**
* netplay_toggle_play_spectate
*
* Toggle between play mode and spectate mode
*/
static void netplay_toggle_play_spectate(netplay_t *netplay)
{
if (netplay->is_server)
{
/* FIXME: Duplication */
uint32_t payload[2];
char msg[512];
const char *dmsg = NULL;
payload[0] = htonl(netplay->self_frame_count);
if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING ||
netplay->self_mode == NETPLAY_CONNECTION_SLAVE)
{
/* Mark us as no longer playing */
payload[1] = htonl(netplay->self_player);
netplay->self_mode = NETPLAY_CONNECTION_SPECTATING;
dmsg = msg_hash_to_str(MSG_NETPLAY_YOU_HAVE_LEFT_THE_GAME);
}
else if (netplay->self_mode == NETPLAY_CONNECTION_SPECTATING)
{
uint32_t player;
/* Take a player number */
for (player = 0; player < MAX_USERS; player++)
if (!(netplay->connected_players & (1<<player))) break;
if (player == MAX_USERS) return; /* Failure! */
payload[1] = htonl(NETPLAY_CMD_MODE_BIT_PLAYING | player);
netplay->self_mode = NETPLAY_CONNECTION_PLAYING;
netplay->self_player = player;
dmsg = msg;
msg[sizeof(msg)-1] = '\0';
snprintf(msg, sizeof(msg)-1, msg_hash_to_str(MSG_NETPLAY_YOU_HAVE_JOINED_AS_PLAYER_N), player+1);
}
RARCH_LOG("%s\n", dmsg);
runloop_msg_queue_push(dmsg, 1, 180, false);
netplay_send_raw_cmd_all(netplay, NULL, NETPLAY_CMD_MODE, payload, sizeof(payload));
}
else
{
uint32_t cmd;
if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING ||
netplay->self_mode == NETPLAY_CONNECTION_SLAVE)
{
/* Switch to spectator mode immediately */
netplay->self_mode = NETPLAY_CONNECTION_SPECTATING;
cmd = NETPLAY_CMD_SPECTATE;
}
else if (netplay->self_mode == NETPLAY_CONNECTION_SPECTATING)
{
/* Switch only after getting permission */
cmd = NETPLAY_CMD_PLAY;
}
else return;
netplay_send_raw_cmd_all(netplay, NULL, cmd, NULL, 0);
}
}
/**
* netplay_disconnect
* @netplay : pointer to netplay object
*
* Disconnect netplay.
*
* Returns: true (1) if successful. At present, cannot fail.
**/
bool netplay_disconnect(netplay_t *netplay)
{
size_t i;
if (!netplay)
return true;
for (i = 0; i < netplay->connections_size; i++)
netplay_hangup(netplay, &netplay->connections[i]);
return true;
}
void deinit_netplay(void)
{
if (netplay_data)
{
netplay_free(netplay_data);
netplay_enabled = false;
is_mitm = false;
}
netplay_data = NULL;
core_unset_netplay_callbacks();
}
/**
* init_netplay
* @direct_host : Host to connect to directly, if applicable (client only)
* @server : server address to connect to (client only)
* @port : TCP port to host on/connect to
*
* Initializes netplay.
*
* If netplay is already initialized, will return false (0).
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool init_netplay(void *direct_host, const char *server, unsigned port)
{
struct retro_callbacks cbs = {0};
settings_t *settings = config_get_ptr();
uint64_t serialization_quirks = 0;
uint64_t quirks = 0;
if (!netplay_enabled)
return false;
core_set_default_callbacks(&cbs);
if (!core_set_netplay_callbacks())
return false;
/* Map the core's quirks to our quirks */
serialization_quirks = core_serialization_quirks();
if (serialization_quirks & ~((uint64_t) NETPLAY_QUIRK_MAP_UNDERSTOOD))
{
/* Quirks we don't support! Just disable everything. */
quirks |= NETPLAY_QUIRK_NO_SAVESTATES;
}
if (serialization_quirks & NETPLAY_QUIRK_MAP_NO_SAVESTATES)
quirks |= NETPLAY_QUIRK_NO_SAVESTATES;
if (serialization_quirks & NETPLAY_QUIRK_MAP_NO_TRANSMISSION)
quirks |= NETPLAY_QUIRK_NO_TRANSMISSION;
if (serialization_quirks & NETPLAY_QUIRK_MAP_INITIALIZATION)
quirks |= NETPLAY_QUIRK_INITIALIZATION;
if (serialization_quirks & NETPLAY_QUIRK_MAP_ENDIAN_DEPENDENT)
quirks |= NETPLAY_QUIRK_ENDIAN_DEPENDENT;
if (serialization_quirks & NETPLAY_QUIRK_MAP_PLATFORM_DEPENDENT)
quirks |= NETPLAY_QUIRK_PLATFORM_DEPENDENT;
if (netplay_is_client)
{
RARCH_LOG("%s\n", msg_hash_to_str(MSG_CONNECTING_TO_NETPLAY_HOST));
}
else
{
RARCH_LOG("%s\n", msg_hash_to_str(MSG_WAITING_FOR_CLIENT));
runloop_msg_queue_push(
msg_hash_to_str(MSG_WAITING_FOR_CLIENT),
0, 180, false);
if (settings->netplay.public_announce)
netplay_announce();
}
netplay_data = (netplay_t*)netplay_new(
netplay_is_client ? direct_host : NULL,
netplay_is_client ? (!netplay_client_deferred ? server
: server_address_deferred) : NULL,
netplay_is_client ? (!netplay_client_deferred ? port
: server_port_deferred ) : (port != 0 ? port : RARCH_DEFAULT_PORT),
settings->netplay.stateless_mode, settings->netplay.check_frames, &cbs,
settings->netplay.nat_traversal, settings->username,
quirks);
if (netplay_data)
{
if (netplay_data->is_server && !settings->netplay.start_as_spectator)
netplay_data->self_mode = NETPLAY_CONNECTION_PLAYING;
return true;
}
RARCH_WARN("%s\n", msg_hash_to_str(MSG_NETPLAY_FAILED));
runloop_msg_queue_push(
msg_hash_to_str(MSG_NETPLAY_FAILED),
0, 180, false);
return false;
}
/**
* netplay_driver_ctl
*
* Frontend access to Netplay functionality
*/
bool netplay_driver_ctl(enum rarch_netplay_ctl_state state, void *data)
{
bool ret = true;
if (in_netplay)
return true;
in_netplay = true;
if (!netplay_data)
{
switch (state)
{
case RARCH_NETPLAY_CTL_ENABLE_SERVER:
netplay_enabled = true;
netplay_is_client = false;
goto done;
case RARCH_NETPLAY_CTL_ENABLE_CLIENT:
netplay_enabled = true;
netplay_is_client = true;
break;
case RARCH_NETPLAY_CTL_DISABLE:
netplay_enabled = false;
goto done;
case RARCH_NETPLAY_CTL_IS_ENABLED:
ret = netplay_enabled;
goto done;
case RARCH_NETPLAY_CTL_IS_DATA_INITED:
ret = false;
goto done;
default:
goto done;
}
}
switch (state)
{
case RARCH_NETPLAY_CTL_ENABLE_SERVER:
case RARCH_NETPLAY_CTL_ENABLE_CLIENT:
case RARCH_NETPLAY_CTL_IS_DATA_INITED:
goto done;
case RARCH_NETPLAY_CTL_DISABLE:
ret = false;
goto done;
case RARCH_NETPLAY_CTL_IS_ENABLED:
goto done;
case RARCH_NETPLAY_CTL_POST_FRAME:
netplay_post_frame(netplay_data);
break;
case RARCH_NETPLAY_CTL_PRE_FRAME:
ret = netplay_pre_frame(netplay_data);
goto done;
case RARCH_NETPLAY_CTL_FLIP_PLAYERS:
{
bool *state = (bool*)data;
if (netplay_data->is_server && *state)
netplay_flip_users(netplay_data);
}
break;
case RARCH_NETPLAY_CTL_GAME_WATCH:
netplay_toggle_play_spectate(netplay_data);
break;
case RARCH_NETPLAY_CTL_PAUSE:
netplay_frontend_paused(netplay_data, true);
break;
case RARCH_NETPLAY_CTL_UNPAUSE:
netplay_frontend_paused(netplay_data, false);
break;
case RARCH_NETPLAY_CTL_LOAD_SAVESTATE:
netplay_load_savestate(netplay_data, (retro_ctx_serialize_info_t*)data, true);
break;
case RARCH_NETPLAY_CTL_RESET:
netplay_core_reset(netplay_data);
break;
case RARCH_NETPLAY_CTL_DISCONNECT:
ret = netplay_disconnect(netplay_data);
goto done;
case RARCH_NETPLAY_CTL_FINISHED_NAT_TRAVERSAL:
netplay_data->nat_traversal_task_oustanding = false;
#ifndef HAVE_SOCKET_LEGACY
netplay_announce_nat_traversal(netplay_data);
#endif
goto done;
default:
case RARCH_NETPLAY_CTL_NONE:
ret = false;
}
done:
in_netplay = false;
return ret;
}