mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
04266cf4f7
Previously, we could be stalled by one player but still reading data from another, which would wedge the client because we would never act upon the newly-read data. Now we act upon data even if we're stalled. Fixes bugs in initial connection with high latency.
981 lines
29 KiB
C
981 lines
29 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2016 - Daniel De Matteis
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* Copyright (C) 2016 - Gregor Richards
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <sys/types.h>
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#include <boolean.h>
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#include <compat/strl.h>
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#include <retro_assert.h>
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#include "netplay_private.h"
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#include "../../configuration.h"
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#include "../../input/input_driver.h"
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#include "../../runloop.h"
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/* Only used before init_netplay */
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static bool netplay_enabled = false;
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static bool netplay_is_client = false;
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/* Used while Netplay is running */
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static netplay_t *netplay_data = NULL;
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/* Used to avoid recursive netplay calls */
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static bool in_netplay = false;
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/**
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* netplay_is_alive:
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* @netplay : pointer to netplay object
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*
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* Checks if input port/index is controlled by netplay or not.
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*
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* Returns: true (1) if alive, otherwise false (0).
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**/
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static bool netplay_is_alive(void)
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{
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if (!netplay_data)
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return false;
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return !!netplay_data->connected_players;
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}
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/**
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* netplay_should_skip:
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* @netplay : pointer to netplay object
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*
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* If we're fast-forward replaying to resync, check if we
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* should actually show frame.
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*
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* Returns: bool (1) if we should skip this frame, otherwise
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* false (0).
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**/
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static bool netplay_should_skip(netplay_t *netplay)
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{
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if (!netplay)
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return false;
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return netplay->is_replay && (netplay->self_mode >= NETPLAY_CONNECTION_CONNECTED);
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}
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/**
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* netplay_can_poll
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*
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* Just a frontend for netplay->can_poll that handles netplay==NULL
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*/
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static bool netplay_can_poll(netplay_t *netplay)
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{
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if (!netplay)
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return false;
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return netplay->can_poll;
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}
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/**
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* get_self_input_state:
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* @netplay : pointer to netplay object
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*
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* Grab our own input state and send this frame's input state (self and remote)
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* over the network
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*
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* Returns: true (1) if successful, otherwise false (0).
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*/
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static bool get_self_input_state(netplay_t *netplay)
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{
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uint32_t state[WORDS_PER_INPUT] = {0, 0, 0};
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struct delta_frame *ptr = &netplay->buffer[netplay->self_ptr];
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size_t i;
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if (!netplay_delta_frame_ready(netplay, ptr, netplay->self_frame_count))
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return false;
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if (ptr->have_local)
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{
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/* We've already read this frame! */
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return true;
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}
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if (!input_driver_is_libretro_input_blocked() && netplay->self_frame_count > 0)
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{
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settings_t *settings = config_get_ptr();
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/* First frame we always give zero input since relying on
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* input from first frame screws up when we use -F 0. */
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retro_input_state_t cb = netplay->cbs.state_cb;
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for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
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{
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int16_t tmp = cb(0,
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RETRO_DEVICE_JOYPAD, 0, i);
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state[0] |= tmp ? 1 << i : 0;
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}
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for (i = 0; i < 2; i++)
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{
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int16_t tmp_x = cb(0,
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RETRO_DEVICE_ANALOG, i, 0);
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int16_t tmp_y = cb(0,
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RETRO_DEVICE_ANALOG, i, 1);
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state[1 + i] = (uint16_t)tmp_x | (((uint16_t)tmp_y) << 16);
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}
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}
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memcpy(ptr->self_state, state, sizeof(state));
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ptr->have_local = true;
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/* If we're playing, copy it in as real input */
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if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING)
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{
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memcpy(ptr->real_input_state[netplay->self_player], state,
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sizeof(state));
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ptr->have_real[netplay->self_player] = true;
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}
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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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{
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struct netplay_connection *connection = &netplay->connections[i];
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if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
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netplay_send_cur_input(netplay, &netplay->connections[i]);
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}
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return true;
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}
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/**
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* netplay_poll:
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* @netplay : pointer to netplay object
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*
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* Polls network to see if we have anything new. If our
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* network buffer is full, we simply have to block
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* for new input data.
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*
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* Returns: true (1) if successful, otherwise false (0).
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**/
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static bool netplay_poll(void)
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{
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int res;
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uint32_t player;
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size_t i;
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netplay_data->can_poll = false;
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get_self_input_state(netplay_data);
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/* If we're not connected, we're done */
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if (netplay_data->self_mode == NETPLAY_CONNECTION_NONE)
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return true;
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/* Read Netplay input, block if we're configured to stall for input every
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* frame */
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if (netplay_data->stateless_mode &&
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netplay_data->unread_frame_count <= netplay_data->self_frame_count)
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res = netplay_poll_net_input(netplay_data, true);
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else
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res = netplay_poll_net_input(netplay_data, false);
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if (res == -1)
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{
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/* Catastrophe! */
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for (i = 0; i < netplay_data->connections_size; i++)
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netplay_hangup(netplay_data, &netplay_data->connections[i]);
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return false;
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}
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/* Simulate the input if we don't have real input */
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netplay_simulate_input(netplay_data, netplay_data->self_ptr, false);
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/* Consider stalling */
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switch (netplay_data->stall)
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{
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case NETPLAY_STALL_RUNNING_FAST:
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netplay_update_unread_ptr(netplay_data);
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if (netplay_data->unread_frame_count >= netplay_data->self_frame_count)
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{
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netplay_data->stall = NETPLAY_STALL_NONE;
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for (i = 0; i < netplay_data->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay_data->connections[i];
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if (connection->active && connection->stall)
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connection->stall = NETPLAY_STALL_NONE;
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}
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}
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break;
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case NETPLAY_STALL_NO_CONNECTION:
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/* We certainly haven't fixed this */
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break;
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default: /* not stalling */
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{
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retro_time_t max_ahead;
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/* Figure out how many frames we're allowed to be ahead: Ideally we need to be
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* able to run our entire stall worth of frames in one real frame. In
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* practice, we'll allow a couple jitter frames. (FIXME: hard coded
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* as three 60FPS frame) */
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if (netplay_data->frame_run_time_avg)
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max_ahead = 50000 / netplay_data->frame_run_time_avg;
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else
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max_ahead = NETPLAY_MAX_STALL_FRAMES;
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if (max_ahead > NETPLAY_MAX_STALL_FRAMES)
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max_ahead = NETPLAY_MAX_STALL_FRAMES;
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/* Are we too far ahead? */
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netplay_update_unread_ptr(netplay_data);
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if (netplay_data->unread_frame_count + max_ahead
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<= netplay_data->self_frame_count)
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{
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netplay_data->stall = NETPLAY_STALL_RUNNING_FAST;
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netplay_data->stall_time = cpu_features_get_time_usec();
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/* Figure out who to blame */
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if (netplay_data->is_server)
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{
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for (player = 0; player < MAX_USERS; player++)
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{
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if (!(netplay_data->connected_players & (1<<player))) continue;
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if (netplay_data->read_frame_count[player] > netplay_data->unread_frame_count) continue;
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for (i = 0; i < netplay_data->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay_data->connections[i];
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if (connection->active &&
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connection->mode == NETPLAY_CONNECTION_PLAYING &&
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connection->player == player)
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{
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connection->stall = NETPLAY_STALL_RUNNING_FAST;
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connection->stall_time = netplay_data->stall_time;
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break;
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}
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}
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}
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}
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}
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}
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}
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/* If we're stalling, consider disconnection */
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if (netplay_data->stall)
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{
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retro_time_t now = cpu_features_get_time_usec();
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/* Don't stall out while they're paused */
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if (netplay_data->remote_paused)
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netplay_data->stall_time = now;
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else if (now - netplay_data->stall_time >=
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(netplay_data->is_server ? MAX_SERVER_STALL_TIME_USEC :
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MAX_CLIENT_STALL_TIME_USEC))
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{
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/* Stalled out! */
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if (netplay_data->is_server)
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{
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for (i = 0; i < netplay_data->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay_data->connections[i];
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if (connection->active &&
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connection->mode == NETPLAY_CONNECTION_PLAYING &&
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connection->stall &&
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now - connection->stall_time >= MAX_SERVER_STALL_TIME_USEC)
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{
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netplay_hangup(netplay_data, connection);
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}
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}
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}
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else
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{
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netplay_hangup(netplay_data, &netplay_data->connections[0]);
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}
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return false;
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}
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}
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return true;
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}
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/**
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* input_poll_net
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*
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* Poll the network if necessary.
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*/
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void input_poll_net(void)
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{
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if (!netplay_should_skip(netplay_data) && netplay_can_poll(netplay_data))
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netplay_poll();
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}
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/* Netplay polling callbacks */
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void video_frame_net(const void *data, unsigned width,
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unsigned height, size_t pitch)
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{
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if (!netplay_should_skip(netplay_data))
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netplay_data->cbs.frame_cb(data, width, height, pitch);
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}
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void audio_sample_net(int16_t left, int16_t right)
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{
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if (!netplay_should_skip(netplay_data) && !netplay_data->stall)
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netplay_data->cbs.sample_cb(left, right);
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}
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size_t audio_sample_batch_net(const int16_t *data, size_t frames)
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{
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if (!netplay_should_skip(netplay_data) && !netplay_data->stall)
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return netplay_data->cbs.sample_batch_cb(data, frames);
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return frames;
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}
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static int16_t netplay_input_state(netplay_t *netplay,
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unsigned port, unsigned device,
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unsigned idx, unsigned id)
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{
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size_t ptr = netplay->is_replay ?
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netplay->replay_ptr : netplay->self_ptr;
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const uint32_t *curr_input_state = NULL;
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if (port <= 1)
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{
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/* Possibly flip the port */
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if (netplay_flip_port(netplay))
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port ^= 1;
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}
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else if (port >= MAX_USERS)
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{
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return 0;
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}
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if (port > netplay->player_max)
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netplay->player_max = port;
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if (netplay->buffer[ptr].have_real[port])
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{
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netplay->buffer[ptr].used_real[port] = true;
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curr_input_state = netplay->buffer[ptr].real_input_state[port];
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}
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else
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{
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curr_input_state = netplay->buffer[ptr].simulated_input_state[port];
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}
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switch (device)
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{
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case RETRO_DEVICE_JOYPAD:
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return ((1 << id) & curr_input_state[0]) ? 1 : 0;
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case RETRO_DEVICE_ANALOG:
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{
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uint32_t state = curr_input_state[1 + idx];
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return (int16_t)(uint16_t)(state >> (id * 16));
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}
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default:
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return 0;
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}
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}
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int16_t input_state_net(unsigned port, unsigned device,
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unsigned idx, unsigned id)
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{
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if (netplay_is_alive())
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return netplay_input_state(netplay_data, port, device, idx, id);
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return netplay_data->cbs.state_cb(port, device, idx, id);
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}
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/* ^^^ Netplay polling callbacks */
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/**
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* netplay_command:
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* @netplay : pointer to netplay object
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* @cmd : command to send
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* @data : data to send as argument
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* @sz : size of data
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* @command_str : name of action
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* @success_msg : message to display upon success
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*
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* Sends a single netplay command and waits for response. Only actually used
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* for player flipping. FIXME: Should probably just be removed.
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*/
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bool netplay_command(netplay_t* netplay, struct netplay_connection *connection,
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enum netplay_cmd cmd, void* data, size_t sz, const char* command_str,
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const char* success_msg)
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{
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char m[256];
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const char* msg = NULL;
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retro_assert(netplay);
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if (!netplay_send_raw_cmd(netplay, connection, cmd, data, sz))
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goto error;
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runloop_msg_queue_push(success_msg, 1, 180, false);
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return true;
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error:
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if (msg)
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snprintf(m, sizeof(m), msg, command_str);
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RARCH_WARN("%s\n", m);
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runloop_msg_queue_push(m, 1, 180, false);
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return false;
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}
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/**
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* netplay_flip_users:
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* @netplay : pointer to netplay object
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*
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* Flip who controls user 1 and 2.
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*/
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static void netplay_flip_users(netplay_t *netplay)
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{
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/* Must be in the future because we may have
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* already sent this frame's data */
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uint32_t flip_frame = netplay->self_frame_count + 1;
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uint32_t flip_frame_net = htonl(flip_frame);
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size_t i;
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for (i = 0; i < netplay->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay->connections[i];
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if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
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{
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netplay_command(netplay, connection, NETPLAY_CMD_FLIP_PLAYERS,
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&flip_frame_net, sizeof flip_frame_net, "flip users",
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"Successfully flipped users.\n");
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}
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}
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netplay->flip ^= true;
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netplay->flip_frame = flip_frame;
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}
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/**
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* netplay_frontend_paused
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* @netplay : pointer to netplay object
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* @paused : true if frontend is paused
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*
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* Inform Netplay of the frontend's pause state (paused or otherwise)
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*/
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static void netplay_frontend_paused(netplay_t *netplay, bool paused)
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{
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size_t i;
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uint32_t paused_ct;
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/* Nothing to do if we already knew this */
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if (netplay->local_paused == paused)
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return;
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netplay->local_paused = paused;
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/* Communicating this is a bit odd: If exactly one other connection is
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* paused, then we must tell them that we're unpaused, as from their
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* perspective we are. If more than one other connection is paused, then our
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* status as proxy means we are NOT unpaused to either of them. */
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paused_ct = 0;
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for (i = 0; i < netplay->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay->connections[i];
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if (connection->active && connection->paused)
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paused_ct++;
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}
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if (paused_ct > 1)
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return;
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/* Send our unpaused status. Must send manually because we must immediately
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* flush the buffer: If we're paused, we won't be polled. */
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for (i = 0; i < netplay->connections_size; i++)
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{
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struct netplay_connection *connection = &netplay->connections[i];
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if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
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{
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if (paused)
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netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_PAUSE,
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netplay->nick, NETPLAY_NICK_LEN);
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else
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netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_RESUME,
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NULL, 0);
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/* We're not going to be polled, so we need to flush this command now */
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netplay_send_flush(&connection->send_packet_buffer, connection->fd, true);
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}
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}
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}
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/**
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* netplay_pre_frame:
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* @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;
|
|
|
|
retro_assert(netplay);
|
|
|
|
/* 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_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_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)
|
|
{
|
|
uint32_t header[4];
|
|
retro_ctx_serialize_info_t tmp_serial_info;
|
|
uint32_t rd, wn;
|
|
size_t i;
|
|
|
|
/* Record it in our own buffer */
|
|
if (save || !serial_info)
|
|
{
|
|
if (netplay_delta_frame_ready(netplay,
|
|
&netplay->buffer[netplay->self_ptr], netplay->self_frame_count))
|
|
{
|
|
if (!serial_info)
|
|
{
|
|
tmp_serial_info.size = netplay->state_size;
|
|
tmp_serial_info.data = netplay->buffer[netplay->self_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->self_ptr].state,
|
|
serial_info->data_const, serial_info->size);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* FIXME: This is a critical failure! */
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* 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->self_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->self_frame_count)
|
|
{
|
|
netplay->read_ptr[player] = netplay->self_ptr;
|
|
netplay->read_frame_count[player] = netplay->self_frame_count;
|
|
}
|
|
}
|
|
if (netplay->server_frame_count < netplay->self_frame_count)
|
|
{
|
|
netplay->server_ptr = netplay->self_ptr;
|
|
netplay->server_frame_count = netplay->self_frame_count;
|
|
}
|
|
netplay_update_unread_ptr(netplay);
|
|
}
|
|
if (netplay->other_frame_count < netplay->self_frame_count)
|
|
{
|
|
netplay->other_ptr = netplay->self_ptr;
|
|
netplay->other_frame_count = netplay->self_frame_count;
|
|
}
|
|
|
|
/* 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;
|
|
|
|
/* Compress it */
|
|
if (!netplay->compression_backend)
|
|
return;
|
|
netplay->compression_backend->set_in(netplay->compression_stream,
|
|
(const uint8_t*)serial_info->data_const, serial_info->size);
|
|
netplay->compression_backend->set_out(netplay->compression_stream,
|
|
netplay->zbuffer, netplay->zbuffer_size);
|
|
if (!netplay->compression_backend->trans(netplay->compression_stream,
|
|
true, &rd, &wn, NULL))
|
|
{
|
|
/* Catastrophe! */
|
|
for (i = 0; i < netplay->connections_size; i++)
|
|
netplay_hangup(netplay, &netplay->connections[i]);
|
|
return;
|
|
}
|
|
|
|
/* And send it to the peers */
|
|
header[0] = htonl(NETPLAY_CMD_LOAD_SAVESTATE);
|
|
header[1] = htonl(wn + 2*sizeof(uint32_t));
|
|
header[2] = htonl(netplay->self_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) 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_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;
|
|
payload[0] = htonl(netplay->self_frame_count);
|
|
if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING)
|
|
{
|
|
/* 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;
|
|
size_t i;
|
|
|
|
if (netplay->self_mode == NETPLAY_CONNECTION_PLAYING)
|
|
{
|
|
/* 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_data = NULL;
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
* @play_password : Password required to play (server only)
|
|
* @spectate_password : Password required to connect (server only)
|
|
*
|
|
* 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,
|
|
const char *play_password, const char *spectate_password)
|
|
{
|
|
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);
|
|
|
|
/* 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);
|
|
}
|
|
|
|
netplay_data = (netplay_t*)netplay_new(
|
|
netplay_is_client ? direct_host : NULL,
|
|
netplay_is_client ? server : NULL,
|
|
port ? port : RARCH_DEFAULT_PORT,
|
|
play_password, spectate_password,
|
|
settings->netplay.stateless_mode, settings->netplay.check_frames, &cbs,
|
|
settings->netplay.nat_traversal, settings->username,
|
|
quirks);
|
|
|
|
if (netplay_data)
|
|
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_DISCONNECT:
|
|
ret = netplay_disconnect(netplay_data);
|
|
goto done;
|
|
default:
|
|
case RARCH_NETPLAY_CTL_NONE:
|
|
ret = false;
|
|
}
|
|
|
|
done:
|
|
in_netplay = false;
|
|
return ret;
|
|
}
|