Commit Graph

381 Commits

Author SHA1 Message Date
twinaphex 7bbd20b31d Move int settings 2017-04-28 19:12:48 +02:00
twinaphex ed53be7c81 Move all bool settings 2017-04-28 14:11:34 +02:00
twinaphex 3ec5816259 Rewrite RUNLOOP_CTL_SYSTEM_INFO_GET 2017-04-23 16:41:26 +02:00
Gregor Richards fbb508ab5e Make rewind compatible with netplay.
This commit adds support for temporary desync in netplay. When frontend
features that can't be truly synced, in particular rewind, are used,
netplay is momentarily disabled. As soon as the feature finished, e.g. a
rewind ending, netplay resumes with a state load. For rewind, netplay
peers won't actually experience the effect of rewind, but they will load
the rewound state.
2017-04-18 15:25:58 -04:00
Brad Parker c12cc8e5be netplay: change lobby reannounce period to 600 frames 2017-03-07 12:29:51 -05:00
Brad Parker bb362f307d netplay: don't advertise over LAN or try to open a port with UPnP if we're using a MITM server 2017-03-06 21:39:03 -05:00
bparker06 ced1dc10c1 Merge pull request #4732 from GregorR/netplay-server-spectator-fix-2-electric-boogaloo
Yet another server-is-spectator bug. Don't ever ignore stalls if we're a client
2017-03-06 21:25:18 -05:00
Brad Parker 4f02450bf9 forgot extra storage for NULL byte 2017-03-06 21:10:27 -05:00
Gregor Richards 2f21a3e370 Yet another server-is-spectator bug. Don't ever ignore stalls if we're a
client
2017-03-06 20:13:26 -05:00
Brad Parker d9c78c75f0 fix setting of netplay has_password in lobby announcement 2017-03-06 16:01:45 -05:00
Twinaphex 4b796ae740 Silence warnings 2017-03-06 12:12:00 +01:00
Brad Parker 6a68a01eb9 msvc2005 buildfix 2017-03-05 22:02:55 -05:00
Brad Parker 12a208f75e merge reannounce bugfix from radius 2017-03-05 15:49:07 -05:00
Brad Parker c6b1a4bb48 join MITM server when host starts game, if the announcement requested MITM 2017-03-05 14:19:39 -05:00
Brad Parker 8a01dda5d6 send force MITM setting with lobby announcement 2017-03-05 14:19:38 -05:00
Brad Parker c7c0e1351a send CRC as hex string 2017-03-05 14:19:37 -05:00
Brad Parker 4f2cdf3a84 populate system info before reading it 2017-03-05 14:19:36 -05:00
Brad Parker ad6733b519 add full urlencoder and encode lobby announcement POST data 2017-03-05 14:19:36 -05:00
Brad Parker 0d81b2005f parse new lobby room listing with JSON 2017-03-05 14:19:35 -05:00
twinaphex c99d83f15c Update 2017-03-05 20:14:01 +01:00
Brad Parker fea8a0f780 Don't stall for spectator data when we're not in spectator mode, thanks @GregorR 2017-02-28 11:31:59 -05:00
Twinaphex fdbdcfee65 Merge pull request #4691 from GregorR/netplay-slave-mode
Netplay slave mode
2017-02-26 21:49:21 +01:00
Twinaphex b7b3b2cb5f Try to prevent truckload of warnings on iOS 2017-02-26 10:33:03 +01:00
Gregor Richards e495671563 In spectator mode, we should never be ahead of our peer. 2017-02-22 23:19:22 -05:00
Gregor Richards e70ee045bf Initial implementation of Netplay master/slave mode. 2017-02-22 20:34:17 -05:00
Gregor Richards 972b41f803 Fix race condition in NAT traversal task. 2017-02-20 20:16:53 -05:00
Gregor Richards 5f723d1bda Moving NAT traversal into a task to avoid blocking the UI. 2017-02-20 19:08:31 -05:00
Gregor Richards 816d7786ac Re-adding the option to start in spectator mode
This used to be a configuration option because spectator mode and "net"
mode were incompatible. When the ability to switch between player and
spectator was added, the configuration option was removed, since it was
no longer a mode toggle. This re-adds it, mainly so that I can use it to
implement regression tests.
2017-02-16 19:17:06 -05:00
Gregor Richards 4c1abfaa71 Support for reset in netplay
This patch transfers core_reset across netplay. Resets effectively
worked before thanks to check_frames, but this makes resets work even
without check_frames, and in particular should allow resets to force
sync in savestateless cores, bringing them one step closer to actually
being usable by non-experts.
2017-02-15 14:40:37 -05:00
Brad Parker 6d821132f5 msvc buildfix 2017-02-14 02:37:25 +00:00
Gregor Richards aa77d688ec Make announcing netplay on the public lobby optional. 2017-02-06 13:45:58 -05:00
Gregor Richards 1148b8230c Fixes to stateless+input latency. 2017-02-01 22:54:03 -05:00
Gregor Richards 2ea3936d16 Renaming input_ptr/input_frame_count back to self_. 2017-02-01 22:54:03 -05:00
Gregor Richards 55157e934d input_latency_frames is now configurable and has a range 2017-02-01 22:54:03 -05:00
Gregor Richards 561eb42c84 Don't enable input latency if we're not connected 2017-02-01 22:54:03 -05:00
Gregor Richards c4cb94db19 New approach to input latency 2017-02-01 22:54:03 -05:00
radius cfb882f4fc add support for no content cores 2017-01-28 22:12:34 -05:00
Gregor Richards 12e8deedb4 Only disable netplay in deinit_netplay if it was actually on 2017-01-25 22:08:05 -05:00
Gregor Richards 263470a66c Set netplay_enabled to false during deinit_netplay
This simply prevents the odd behavior of netplay automatically
restarting, or trying to restart, when you load a new game.
2017-01-25 21:23:55 -05:00
fr500 29a1d504d7 allow different server ports again 2017-01-25 17:48:43 -05:00
fr500 af14da93d5 fix whitespace 2017-01-25 17:43:56 -05:00
fr500 c097c2062e fix when port is 0 2017-01-25 17:43:17 -05:00
twinaphex 178d959cad Fix C89_BUILD 2017-01-22 21:24:57 +01:00
Twinaphex 3ff158b907 Merge pull request #4436 from fr500/lobby
Basic lobby system (don't merge, just for tracking)
2017-01-22 21:08:43 +01:00
radius a0e6a24f38 use deferred netplay init 2017-01-22 13:07:30 -05:00
radius 33cc168eb9 allow connecting to lobby port instead of the port in settings 2017-01-22 12:29:29 -05:00
Gregor Richards addcbb896a Fixing an incompatibility between stateless mode and the password prompt
Previously, the host would time out waiting for the guest to enter a
password, as the timeout was not conditionalized on whether the guest
was actually playing. This fixes that.
2017-01-22 10:43:09 -05:00
twinaphex 96c8ca5a09 Header update #1 2017-01-22 13:40:32 +01:00
radius 0de43b954e can now connect when starting a game too 2017-01-20 16:04:10 -05:00
radius dcca2f8131 only announce if host 2017-01-20 14:33:57 -05:00
radius 8a1fb24fe9 update url 2017-01-19 23:21:22 -05:00
radius 930cde21a2 crc is announced now (for cores that don't have needs_fullpath set) 2017-01-19 21:43:46 -05:00
radius 95a2da81e4 start adding ui elements to insert room list into 2017-01-18 22:46:48 -05:00
radius 72cdb390cb reannounce roughly every minute 2017-01-18 21:31:02 -05:00
radius ca2c2a8ce7 separate this 2017-01-18 21:12:01 -05:00
radius f2beb49fd8 Announce netplay games to lobby.libretro.com 2017-01-16 22:24:35 -05:00
Gregor Richards 20c0de352c Fix to the netplay_is_alive function when server isn't playing
Fixes a bug by which very strange things would happen if the server went
to spectator mode with exactly one connected client.
2017-01-02 20:03:00 -05:00
Gregor Richards cd281d5757 Reverse catch-up, i.e., server-demanded stalling
Previously, if two clients were connected to the same server and one of
them was ahead of the server, the only way to rectify that situation was
for the client to get so far ahead that it stalled, as the server could
only catch up with an ahead client if all clients were ahead. That's
unrealistic. This gives the server the alternate option of demanding
that a client stall. This keeps things nicely in line even with >2
players.
2016-12-24 15:25:03 -05:00
twinaphex 77e5cdbfde Revert "Rename runloop_msg_queue_push to video_driver_msg_queue_push"
This reverts commit ad7386913c.
2016-12-22 23:36:11 +01:00
twinaphex ad7386913c Rename runloop_msg_queue_push to video_driver_msg_queue_push
and move code to video_driver.c
2016-12-22 13:15:02 +01:00
Gregor Richards f0bb0a77f8 Make netplay no longer cache passwords
Netplay now always loads passwords from the configuration, so that
passwords can be changed mid-session.
2016-12-21 09:51:50 -05:00
Gregor Richards 7bb26eb5c5 Fix some minor checked-return bugs
Should resolve Coverity reports 158862, 158861, 158860.

158863 is spurious but I have no idea how to convince Coverity of that.
2016-12-20 19:16:31 -05:00
Twinaphex 1d36c5effa Silence warnings - remove unused variables 2016-12-19 23:19:59 +01:00
Alcaro fc1c83d8c0 Shut up false positive warning 2016-12-19 16:38:55 +01:00
Gregor Richards 11a3063fc6 Forgot the other half of that last bugfix 2016-12-18 20:08:21 -05:00
Gregor Richards 8f8e6dfc5f Unset the netplay callbacks when we deinit netplay
This is a bugfix to master that hadn't migrated to my branch.
2016-12-18 19:54:01 -05:00
Gregor Richards 677ffa9ebd Support different forms of compression from different clients. 2016-12-18 19:28:44 -05:00
Gregor Richards e79f30604f Better stall timing
We now stall not until we've reached parity (which makes no sense since
we expect latency), but only until we're not likely to stall again.
2016-12-18 19:28:44 -05:00
Gregor Richards 04266cf4f7 Run synchronization even when stalled
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.
2016-12-18 19:28:44 -05:00
Gregor Richards 1fa60b396f Improvements to the communication of netplay pausing. 2016-12-18 19:28:43 -05:00
Gregor Richards f7f6590156 Goodbye delay_frames! stateless_mode is the new delay_frames=0 2016-12-18 19:28:43 -05:00
Gregor Richards 45d732a014 New sync system
The idea:
   * Use a fixed number of delay_frames (eventually to be fixed at 120,
     currently still uses the config variable, 0 will still be an option)
   * Determine how long it takes to simulate a frame.
   * Stall only if resimulating the intervening frames would be
     sufficiently annoying (currently fixed at three frames worth of
     time)

Because clients always try to catch up, the actual frame delay works out
automatically to be minimally zero and maximally the latency. If one
client is underpowered but the other is fine, the powerful one will
automatically take up the slack. Seems like the most reasonable system.
2016-12-18 19:28:43 -05:00
Gregor Richards 6890456ac0 Updated error messages and fixed some stall-related disconnected-client
bugs.
2016-12-18 19:28:43 -05:00
Gregor Richards bade067d9a Support for catching up if the netplay peer is ahead of us. 2016-12-18 19:28:43 -05:00
Gregor Richards 70d04ec6a5 Apparently the frontend gets really pissy if it can't check the flip state 2016-12-18 19:28:43 -05:00
Gregor Richards da7efcb939 Cleaning up netplay headers. 2016-12-18 19:28:43 -05:00
Gregor Richards 9c6ac2b934 Only the server can flip users. 2016-12-18 19:28:43 -05:00
Gregor Richards 03415c261d Added netplay spectator password separate from play password 2016-12-18 19:28:43 -05:00
Gregor Richards 694b7a9723 Don't allow more players to join than are actually being polled 2016-12-18 19:28:43 -05:00
Gregor Richards 7ad4e3f115 Per-connection stalling 2016-12-18 19:28:43 -05:00
Gregor Richards 8c59c7dd77 Starting to refactor: Separating frontend stuff into netplay_frontend.c 2016-12-18 19:28:43 -05:00