Commit Graph

270 Commits

Author SHA1 Message Date
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