RetroArch/network/netplay/netplay_private.h
Gregor Richards 27188e102d Support for savestate loading over netplay
Assuming the core supports saving/loading states, and (crucially)
assuming the states are portable across the architectures on both sides
of the connection, Netplay now supports the transmission of savestates.
Right now the frontend doesn't actually send any such requests, as it's
not clear exactly where the code for that should be.

This works in either direction, although I'll admit I have no idea what
happens if they both load at the same time.
2016-09-15 23:06:32 -04:00

188 lines
5.0 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2016 - Daniel De Matteis
*
* 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/>.
*/
#ifndef __RARCH_NETPLAY_PRIVATE_H
#define __RARCH_NETPLAY_PRIVATE_H
#include "netplay.h"
#include <net/net_compat.h>
#include <features/features_cpu.h>
#include <retro_endianness.h>
#include "../../core.h"
#include "../../msg_hash.h"
#include "../../verbosity.h"
#ifdef ANDROID
#define HAVE_IPV6
#endif
#define WORDS_PER_FRAME 4 /* Allows us to send 128 bits worth of state per frame. */
#define MAX_SPECTATORS 16
#define RARCH_DEFAULT_PORT 55435
#define NETPLAY_PROTOCOL_VERSION 1
#define PREV_PTR(x) ((x) == 0 ? netplay->buffer_size - 1 : (x) - 1)
#define NEXT_PTR(x) ((x + 1) % netplay->buffer_size)
struct delta_frame
{
bool used; /* a bit derpy, but this is how we know if the delta's been used at all */
uint32_t frame;
void *state;
uint32_t real_input_state[WORDS_PER_FRAME - 1];
uint32_t simulated_input_state[WORDS_PER_FRAME - 1];
uint32_t self_state[WORDS_PER_FRAME - 1];
/* Have we read local input? */
bool have_local;
/* Have we read the real remote input? */
bool have_remote;
/* Is the current state as of self_frame_count using the real remote data? */
bool used_real;
};
struct netplay_callbacks {
void (*pre_frame) (netplay_t *netplay);
void (*post_frame)(netplay_t *netplay);
bool (*info_cb) (netplay_t *netplay, unsigned frames);
};
enum rarch_netplay_stall_reasons
{
RARCH_NETPLAY_STALL_NONE = 0,
RARCH_NETPLAY_STALL_RUNNING_FAST
};
struct netplay
{
char nick[32];
char other_nick[32];
struct sockaddr_storage other_addr;
struct retro_callbacks cbs;
/* TCP connection for state sending, etc. Also used for commands */
int fd;
/* Which port is governed by netplay (other user)? */
unsigned port;
bool has_connection;
struct delta_frame *buffer;
size_t buffer_size;
/* Pointer where we are now. */
size_t self_ptr;
/* Points to the last reliable state that self ever had. */
size_t other_ptr;
/* Pointer to where we are reading.
* Generally, other_ptr <= read_ptr <= self_ptr. */
size_t read_ptr;
/* A pointer used temporarily for replay. */
size_t replay_ptr;
size_t state_size;
/* Are we replaying old frames? */
bool is_replay;
/* We don't want to poll several times on a frame. */
bool can_poll;
/* Force a rewind to other_frame_count/other_ptr. This is for synchronized
* events, such as player flipping or savestate loading. */
bool force_rewind;
/* A buffer for outgoing input packets. */
uint32_t packet_buffer[2 + WORDS_PER_FRAME];
uint32_t self_frame_count;
uint32_t read_frame_count;
uint32_t other_frame_count;
uint32_t replay_frame_count;
struct addrinfo *addr;
struct sockaddr_storage their_addr;
bool has_client_addr;
unsigned timeout_cnt;
/* Spectating. */
struct {
bool enabled;
int fds[MAX_SPECTATORS];
uint16_t *input;
size_t input_ptr;
size_t input_sz;
} spectate;
bool is_server;
/* User flipping
* Flipping state. If ptr >= flip_frame, we apply the flip.
* If not, we apply the opposite, effectively creating a trigger point.
* To avoid collition we need to make sure our client/host is synced up
* well after flip_frame before allowing another flip. */
bool flip;
uint32_t flip_frame;
/* Netplay pausing
*/
bool local_paused;
bool remote_paused;
/* And stalling */
uint32_t stall_frames;
int stall;
retro_time_t stall_time;
struct netplay_callbacks* net_cbs;
};
extern void *netplay_data;
struct netplay_callbacks* netplay_get_cbs_net(void);
struct netplay_callbacks* netplay_get_cbs_spectate(void);
void netplay_log_connection(const struct sockaddr_storage *their_addr,
unsigned slot, const char *nick);
bool netplay_get_nickname(netplay_t *netplay, int fd);
bool netplay_send_nickname(netplay_t *netplay, int fd);
bool netplay_send_info(netplay_t *netplay);
uint32_t *netplay_bsv_header_generate(size_t *size, uint32_t magic);
bool netplay_bsv_parse_header(const uint32_t *header, uint32_t magic);
uint32_t netplay_impl_magic(void);
bool netplay_send_info(netplay_t *netplay);
bool netplay_get_info(netplay_t *netplay);
bool netplay_is_server(netplay_t* netplay);
bool netplay_is_spectate(netplay_t* netplay);
bool netplay_delta_frame_ready(netplay_t *netplay, struct delta_frame *delta, uint32_t frame);
#endif