Started to work on a look-ahead algorithm.
Still very broken, but frame-by-frame sync works at least :)
This commit is contained in:
parent
17ae0f72df
commit
70e8681487
229
netplay.c
229
netplay.c
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@ -21,6 +21,7 @@
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#include <stdlib.h>
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#include <string.h>
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#include <sys/select.h>
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#ifdef _WIN32
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#define _WIN32_WINNT 0x0501
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#define WIN32_LEAN_AND_MEAN
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@ -42,36 +43,63 @@
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#define NONCONST_CAST
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#endif
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#define PREV_PTR(x) ((x) == 0 ? handle->buffer_size - 1 : (x) - 1)
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#define NEXT_PTR(x) ((x + 1) % handle->buffer_size)
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struct delta_frame
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{
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uint8_t *state;
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uint16_t real_input_state;
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uint16_t simulated_input_state;
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bool is_simulated;
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uint16_t self_state;
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};
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struct netplay
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{
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struct snes_callbacks cbs;
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int fd;
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unsigned port;
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unsigned port; // Which port is governed by netplay?
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bool has_connection;
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unsigned frames;
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uint16_t input_state;
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struct delta_frame *buffer;
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size_t buffer_size;
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size_t self_ptr; // Ptr where we are now.
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size_t other_ptr; // Points to the last reliable state that self ever had.
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size_t read_ptr; // Ptr to where we are reading. Generally, other_ptr <= read_ptr <= self_ptr.
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size_t tmp_ptr; // A temporary pointer used on replay.
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size_t state_size;
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size_t is_replay; // Are we replaying old frames?
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};
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void input_poll_net(void)
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{
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netplay_callbacks(g_extern.netplay)->poll_cb();
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netplay_poll(g_extern.netplay);
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if (!netplay_should_skip(g_extern.netplay))
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{
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netplay_callbacks(g_extern.netplay)->poll_cb();
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netplay_poll(g_extern.netplay);
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}
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}
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void video_frame_net(const uint16_t *data, unsigned width, unsigned height)
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{
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netplay_callbacks(g_extern.netplay)->frame_cb(data, width, height);
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if (!netplay_should_skip(g_extern.netplay))
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netplay_callbacks(g_extern.netplay)->frame_cb(data, width, height);
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}
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void audio_sample_net(uint16_t left, uint16_t right)
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{
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netplay_callbacks(g_extern.netplay)->sample_cb(left, right);
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if (!netplay_should_skip(g_extern.netplay))
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netplay_callbacks(g_extern.netplay)->sample_cb(left, right);
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}
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int16_t input_state_net(bool port, unsigned device, unsigned index, unsigned id)
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{
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if (netplay_is_port(g_extern.netplay, port, index))
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if (netplay_is_alive(g_extern.netplay))
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return netplay_input_state(g_extern.netplay, port, device, index, id);
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else
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return netplay_callbacks(g_extern.netplay)->state_cb(port, device, index, id);
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@ -148,6 +176,7 @@ static bool init_socket(netplay_t *handle, const char *server, uint16_t port)
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freeaddrinfo(res);
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// No nagle for you!
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const int nodelay = 1;
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setsockopt(handle->fd, SOL_SOCKET, TCP_NODELAY, CONST_CAST &nodelay, sizeof(int));
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@ -220,6 +249,14 @@ static bool get_info(netplay_t *handle)
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return true;
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}
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static void init_buffers(netplay_t *handle)
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{
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handle->buffer = calloc(handle->buffer_size, sizeof(*handle->buffer));
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handle->state_size = psnes_serialize_size();
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for (unsigned i = 0; i < handle->buffer_size; i++)
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handle->buffer[i].state = malloc(handle->state_size);
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}
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netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const struct snes_callbacks *cb)
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{
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netplay_t *handle = calloc(1, sizeof(*handle));
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@ -228,7 +265,6 @@ netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const
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handle->cbs = *cb;
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handle->port = server ? 0 : 1;
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handle->frames = frames;
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if (!init_socket(handle, server, port))
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{
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@ -255,26 +291,43 @@ netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const
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}
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}
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handle->buffer_size = frames + 1;
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init_buffers(handle);
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handle->has_connection = true;
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return handle;
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}
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bool netplay_is_port(netplay_t *handle, bool port, unsigned index)
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bool netplay_is_alive(netplay_t *handle)
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{
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if (!handle->has_connection)
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return false;
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unsigned port_num = port ? 1 : 0;
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if (handle->port == port_num)
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return true;
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else
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return false;
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return handle->has_connection;
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}
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bool netplay_poll(netplay_t *handle)
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static bool poll_input(netplay_t *handle, bool block)
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{
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if (!handle->has_connection)
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fd_set fds;
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FD_ZERO(&fds);
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FD_SET(handle->fd, &fds);
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struct timeval tv = {
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.tv_sec = 0,
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.tv_usec = 0
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};
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if (select(handle->fd + 1, &fds, NULL, NULL, block ? NULL : &tv) < 0)
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return false;
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if (FD_ISSET(handle->fd, &fds))
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return true;
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return false;
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}
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// Grab our own input state and send this over the network.
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static bool get_self_input_state(netplay_t *handle)
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{
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struct delta_frame *ptr = &handle->buffer[handle->self_ptr];
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uint16_t state = 0;
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snes_input_state_t cb = handle->cbs.state_cb;
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for (int i = 0; i <= 11; i++)
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state |= tmp ? 1 << i : 0;
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}
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state = htons(state);
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if (send(handle->fd, CONST_CAST &state, sizeof(state), 0) != sizeof(state))
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uint16_t send_state = htons(state);
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if (send(handle->fd, CONST_CAST &send_state, sizeof(send_state), 0) != sizeof(send_state))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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return false;
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}
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ptr->self_state = state;
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handle->self_ptr = (handle->self_ptr + 1) % handle->buffer_size;
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return true;
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}
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if (recv(handle->fd, NONCONST_CAST &handle->input_state, sizeof(handle->input_state), 0) != sizeof(handle->input_state))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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// TODO: Somewhat better prediction. :P
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static void simulate_input(netplay_t *handle)
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{
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size_t ptr = PREV_PTR(handle->self_ptr);
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size_t prev = PREV_PTR(ptr);
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handle->buffer[ptr].simulated_input_state = handle->buffer[prev].real_input_state;
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handle->buffer[ptr].is_simulated = true;
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}
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// Poll network to see if we have anything new. If our network buffer is full, we simply have to block for new input data.
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// If we get new data, and our simulation diverges from the real data, we roll back to latest valid data and re-emulate the missing frames
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// in the background.
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bool netplay_poll(netplay_t *handle)
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{
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if (!handle->has_connection)
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return false;
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fprintf(stderr, "===========================\n");
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fprintf(stderr, "Polling input state...\n");
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if (!get_self_input_state(handle))
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return false;
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fprintf(stderr, "Read ptr: %lu, Self ptr: %lu\n", handle->read_ptr, handle->self_ptr);
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// We might have reached the end of the buffer, where we simply have to block.
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if (poll_input(handle, handle->read_ptr == handle->self_ptr))
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{
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fprintf(stderr, "Getting some input!\n");
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do
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{
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struct delta_frame *ptr = &handle->buffer[handle->read_ptr];
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if (recv(handle->fd, NONCONST_CAST &ptr->real_input_state, sizeof(ptr->real_input_state), 0) != sizeof(ptr->real_input_state))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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return false;
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}
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ptr->real_input_state = ntohs(ptr->real_input_state);
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ptr->is_simulated = false;
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handle->read_ptr = NEXT_PTR(handle->read_ptr);
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} while ((handle->read_ptr != handle->self_ptr) && poll_input(handle, false));
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}
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else
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{
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fprintf(stderr, "Didn't get input. :(\n");
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// Cannot allow this. Should not happen though.
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if (handle->self_ptr == handle->read_ptr)
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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return false;
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}
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simulate_input(handle);
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}
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handle->input_state = ntohs(handle->input_state);
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fprintf(stderr, "=========================\n");
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return true;
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}
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int16_t netplay_input_state(netplay_t *handle, bool port, unsigned device, unsigned index, unsigned id)
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{
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return ((1 << id) & handle->input_state) ? 1 : 0;
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uint16_t input_state = 0;
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size_t ptr = 0;
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if (handle->is_replay)
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ptr = handle->tmp_ptr;
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else
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ptr = PREV_PTR(handle->self_ptr);
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if (port == handle->port)
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{
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if (handle->buffer[ptr].is_simulated)
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input_state = handle->buffer[ptr].simulated_input_state;
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else
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input_state = handle->buffer[ptr].real_input_state;
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}
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else
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input_state = handle->buffer[ptr].self_state;
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return ((1 << id) & input_state) ? 1 : 0;
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}
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void netplay_free(netplay_t *handle)
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{
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close(handle->fd);
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for (unsigned i = 0; i < handle->buffer_size; i++)
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free(handle->buffer[i].state);
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free(handle->buffer);
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free(handle);
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}
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{
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return &handle->cbs;
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}
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bool netplay_should_skip(netplay_t *handle)
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{
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return handle->is_replay && handle->has_connection;
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}
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void netplay_pre_frame(netplay_t *handle)
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{
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psnes_serialize(handle->buffer[handle->self_ptr].state, handle->state_size);
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}
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// Here we check if we have new input and replay from recorded input.
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void netplay_post_frame(netplay_t *handle)
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{
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// Nothing to do...
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if (handle->other_ptr == handle->read_ptr)
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return;
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// Skip ahead if we predicted correctly. Skip until our simulation failed.
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while (handle->other_ptr != handle->read_ptr)
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{
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struct delta_frame *ptr = &handle->buffer[handle->other_ptr];
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if (ptr->simulated_input_state != ptr->real_input_state)
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break;
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handle->other_ptr = NEXT_PTR(handle->other_ptr);
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}
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if (handle->other_ptr != handle->read_ptr)
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{
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// Replay frames
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handle->is_replay = true;
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handle->tmp_ptr = handle->other_ptr;
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psnes_unserialize(handle->buffer[handle->other_ptr].state, handle->state_size);
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while (handle->tmp_ptr != handle->self_ptr)
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{
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fprintf(stderr, "Replaying frame @ ptr: %lu\n", handle->tmp_ptr);
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psnes_run();
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handle->tmp_ptr = NEXT_PTR(handle->tmp_ptr);
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}
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handle->other_ptr = handle->read_ptr;
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handle->is_replay = false;
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}
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}
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@ -42,14 +42,19 @@ struct snes_callbacks
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netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const struct snes_callbacks *cb);
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void netplay_free(netplay_t *handle);
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// Call this before running snes_run()
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void netplay_pre_frame(netplay_t *handle);
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// Call this after running snes_run()
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void netplay_post_frame(netplay_t *handle);
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// Checks if input port/index is controlled by netplay or not.
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bool netplay_is_port(netplay_t *handle, bool port, unsigned index);
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bool netplay_is_alive(netplay_t *handle);
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bool netplay_poll(netplay_t *handle);
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int16_t netplay_input_state(netplay_t *handle, bool port, unsigned device, unsigned index, unsigned id);
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// If we're fast-forward replaying to resync, check if we should actually show frame.
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// bool netplay_should_skip(netplay_t *handle);
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bool netplay_should_skip(netplay_t *handle);
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const struct snes_callbacks* netplay_callbacks(netplay_t *handle);
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#endif
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10
ssnes.c
10
ssnes.c
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@ -774,7 +774,7 @@ static void init_netplay(void)
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else
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SSNES_LOG("Waiting for client...\n");
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g_extern.netplay = netplay_new(g_extern.netplay_is_client ? g_extern.netplay_server : NULL, 55435, 1, &cbs);
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g_extern.netplay = netplay_new(g_extern.netplay_is_client ? g_extern.netplay_server : NULL, 55435, 0, &cbs);
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if (!g_extern.netplay)
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{
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g_extern.netplay_is_client = false;
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if (!g_extern.is_paused)
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{
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lock_autosave();
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if (g_extern.netplay)
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netplay_pre_frame(g_extern.netplay);
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psnes_run();
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if (g_extern.netplay)
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netplay_post_frame(g_extern.netplay);
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unlock_autosave();
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}
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else
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