dolphin/Source/Core/DolphinQt/NetPlay/NetPlayDialog.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
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#include "DolphinQt/NetPlay/NetPlayDialog.h"
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#include <QAction>
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#include <QApplication>
#include <QClipboard>
#include <QComboBox>
#include <QGridLayout>
#include <QGroupBox>
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#include <QHeaderView>
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#include <QLabel>
#include <QLineEdit>
#include <QMenu>
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#include <QProgressDialog>
#include <QPushButton>
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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#include <QSignalBlocker>
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#include <QSpinBox>
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#include <QSplitter>
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#include <QTableWidget>
#include <QTextBrowser>
#include <QToolButton>
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#include <sstream>
#include "Common/CommonPaths.h"
#include "Common/Config/Config.h"
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#include "Common/HttpRequest.h"
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#include "Common/TraversalClient.h"
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#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
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#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/NetPlayServer.h"
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#include "DolphinQt/GameList/GameListModel.h"
#include "DolphinQt/NetPlay/ChunkedProgressDialog.h"
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#include "DolphinQt/NetPlay/GameListDialog.h"
#include "DolphinQt/NetPlay/MD5Dialog.h"
#include "DolphinQt/NetPlay/PadMappingDialog.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/QtUtils/RunOnObject.h"
#include "DolphinQt/Resources.h"
#include "DolphinQt/Settings.h"
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#include "UICommon/DiscordPresence.h"
#include "UICommon/GameFile.h"
#include "UICommon/UICommon.h"
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#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
NetPlayDialog::NetPlayDialog(QWidget* parent)
: QDialog(parent), m_game_list_model(Settings::Instance().GetGameListModel())
{
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
setWindowTitle(tr("NetPlay"));
setWindowIcon(Resources::GetAppIcon());
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m_pad_mapping = new PadMappingDialog(this);
m_md5_dialog = new MD5Dialog(this);
m_chunked_progress_dialog = new ChunkedProgressDialog(this);
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ResetExternalIP();
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CreateChatLayout();
CreatePlayersLayout();
CreateMainLayout();
const int buffer_size = Config::Get(Config::NETPLAY_BUFFER_SIZE);
const bool write_save_sdcard_data = Config::Get(Config::NETPLAY_WRITE_SAVE_SDCARD_DATA);
const bool load_wii_save = Config::Get(Config::NETPLAY_LOAD_WII_SAVE);
const bool sync_saves = Config::Get(Config::NETPLAY_SYNC_SAVES);
const bool sync_codes = Config::Get(Config::NETPLAY_SYNC_CODES);
const bool record_inputs = Config::Get(Config::NETPLAY_RECORD_INPUTS);
const bool reduce_polling_rate = Config::Get(Config::NETPLAY_REDUCE_POLLING_RATE);
const bool strict_settings_sync = Config::Get(Config::NETPLAY_STRICT_SETTINGS_SYNC);
const bool host_input_authority = Config::Get(Config::NETPLAY_HOST_INPUT_AUTHORITY);
const bool sync_all_wii_saves = Config::Get(Config::NETPLAY_SYNC_ALL_WII_SAVES);
const bool golf_mode = Config::Get(Config::NETPLAY_GOLF_MODE);
m_buffer_size_box->setValue(buffer_size);
m_save_sd_action->setChecked(write_save_sdcard_data);
m_load_wii_action->setChecked(load_wii_save);
m_sync_save_data_action->setChecked(sync_saves);
m_sync_codes_action->setChecked(sync_codes);
m_record_input_action->setChecked(record_inputs);
m_reduce_polling_rate_action->setChecked(reduce_polling_rate);
m_strict_settings_sync_action->setChecked(strict_settings_sync);
m_host_input_authority_action->setChecked(host_input_authority);
m_sync_all_wii_saves_action->setChecked(sync_all_wii_saves);
m_golf_mode_action->setChecked(golf_mode);
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ConnectWidgets();
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auto& settings = Settings::Instance().GetQSettings();
restoreGeometry(settings.value(QStringLiteral("netplaydialog/geometry")).toByteArray());
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m_splitter->restoreState(settings.value(QStringLiteral("netplaydialog/splitter")).toByteArray());
}
NetPlayDialog::~NetPlayDialog()
{
auto& settings = Settings::Instance().GetQSettings();
settings.setValue(QStringLiteral("netplaydialog/geometry"), saveGeometry());
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settings.setValue(QStringLiteral("netplaydialog/splitter"), m_splitter->saveState());
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}
void NetPlayDialog::CreateMainLayout()
{
m_main_layout = new QGridLayout;
m_game_button = new QPushButton;
m_md5_button = new QToolButton;
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m_start_button = new QPushButton(tr("Start"));
m_buffer_size_box = new QSpinBox;
m_buffer_label = new QLabel(tr("Buffer:"));
m_quit_button = new QPushButton(tr("Quit"));
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m_splitter = new QSplitter(Qt::Horizontal);
m_menu_bar = new QMenuBar(this);
m_data_menu = m_menu_bar->addMenu(tr("Data"));
m_save_sd_action = m_data_menu->addAction(tr("Write Save/SD Data"));
m_save_sd_action->setCheckable(true);
m_load_wii_action = m_data_menu->addAction(tr("Load Wii Save"));
m_load_wii_action->setCheckable(true);
m_sync_save_data_action = m_data_menu->addAction(tr("Sync Saves"));
m_sync_save_data_action->setCheckable(true);
m_sync_codes_action = m_data_menu->addAction(tr("Sync AR/Gecko Codes"));
m_sync_codes_action->setCheckable(true);
m_sync_all_wii_saves_action = m_data_menu->addAction(tr("Sync All Wii Saves"));
m_sync_all_wii_saves_action->setCheckable(true);
m_strict_settings_sync_action = m_data_menu->addAction(tr("Strict Settings Sync"));
m_strict_settings_sync_action->setCheckable(true);
m_network_menu = m_menu_bar->addMenu(tr("Network"));
m_reduce_polling_rate_action = m_network_menu->addAction(tr("Reduce Polling Rate"));
m_reduce_polling_rate_action->setCheckable(true);
m_host_input_authority_action = m_network_menu->addAction(tr("Host Input Authority"));
m_host_input_authority_action->setCheckable(true);
m_golf_mode_action = m_network_menu->addAction(tr("Golf Mode"));
m_golf_mode_action->setCheckable(true);
m_other_menu = m_menu_bar->addMenu(tr("Other"));
m_record_input_action = m_other_menu->addAction(tr("Record Inputs"));
m_record_input_action->setCheckable(true);
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m_game_button->setDefault(false);
m_game_button->setAutoDefault(false);
m_sync_save_data_action->setChecked(true);
m_sync_codes_action->setChecked(true);
auto* default_button = new QAction(tr("Calculate MD5 hash"), m_md5_button);
auto* menu = new QMenu(this);
auto* other_game_button = new QAction(tr("Other game"), this);
auto* sdcard_button = new QAction(tr("SD Card"), this);
menu->addAction(other_game_button);
menu->addAction(sdcard_button);
connect(default_button, &QAction::triggered,
[this] { Settings::Instance().GetNetPlayServer()->ComputeMD5(m_current_game); });
connect(other_game_button, &QAction::triggered, [this] {
GameListDialog gld(this);
if (gld.exec() == QDialog::Accepted)
{
Settings::Instance().GetNetPlayServer()->ComputeMD5(gld.GetSelectedUniqueID().toStdString());
}
});
connect(sdcard_button, &QAction::triggered,
[] { Settings::Instance().GetNetPlayServer()->ComputeMD5(WII_SDCARD); });
m_md5_button->setDefaultAction(default_button);
m_md5_button->setPopupMode(QToolButton::MenuButtonPopup);
m_md5_button->setMenu(menu);
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m_main_layout->setMenuBar(m_menu_bar);
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m_main_layout->addWidget(m_game_button, 0, 0);
m_main_layout->addWidget(m_md5_button, 0, 1);
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m_main_layout->addWidget(m_splitter, 1, 0, 1, -1);
m_splitter->addWidget(m_chat_box);
m_splitter->addWidget(m_players_box);
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auto* options_widget = new QGridLayout;
options_widget->addWidget(m_start_button, 0, 0, Qt::AlignVCenter);
options_widget->addWidget(m_buffer_label, 0, 1, Qt::AlignVCenter);
options_widget->addWidget(m_buffer_size_box, 0, 2, Qt::AlignVCenter);
options_widget->addWidget(m_quit_button, 0, 3, Qt::AlignVCenter | Qt::AlignRight);
options_widget->setColumnStretch(3, 1000);
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m_main_layout->addLayout(options_widget, 2, 0, 1, -1, Qt::AlignRight);
m_main_layout->setRowStretch(1, 1000);
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setLayout(m_main_layout);
}
void NetPlayDialog::CreateChatLayout()
{
m_chat_box = new QGroupBox(tr("Chat"));
m_chat_edit = new QTextBrowser;
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m_chat_type_edit = new QLineEdit;
m_chat_send_button = new QPushButton(tr("Send"));
// This button will get re-enabled when something gets entered into the chat box
m_chat_send_button->setEnabled(false);
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m_chat_send_button->setDefault(false);
m_chat_send_button->setAutoDefault(false);
m_chat_edit->setReadOnly(true);
auto* layout = new QGridLayout;
layout->addWidget(m_chat_edit, 0, 0, 1, -1);
layout->addWidget(m_chat_type_edit, 1, 0);
layout->addWidget(m_chat_send_button, 1, 1);
m_chat_box->setLayout(layout);
}
void NetPlayDialog::CreatePlayersLayout()
{
m_players_box = new QGroupBox(tr("Players"));
m_room_box = new QComboBox;
m_hostcode_label = new QLabel;
m_hostcode_action_button = new QPushButton(tr("Copy"));
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m_players_list = new QTableWidget;
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m_kick_button = new QPushButton(tr("Kick Player"));
m_assign_ports_button = new QPushButton(tr("Assign Controller Ports"));
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m_players_list->setColumnCount(5);
m_players_list->verticalHeader()->hide();
m_players_list->setSelectionBehavior(QAbstractItemView::SelectRows);
m_players_list->horizontalHeader()->setStretchLastSection(true);
m_players_list->horizontalHeader()->setHighlightSections(false);
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for (int i = 0; i < 4; i++)
m_players_list->horizontalHeader()->setSectionResizeMode(i, QHeaderView::ResizeToContents);
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auto* layout = new QGridLayout;
layout->addWidget(m_room_box, 0, 0);
layout->addWidget(m_hostcode_label, 0, 1);
layout->addWidget(m_hostcode_action_button, 0, 2);
layout->addWidget(m_players_list, 1, 0, 1, -1);
layout->addWidget(m_kick_button, 2, 0, 1, -1);
layout->addWidget(m_assign_ports_button, 3, 0, 1, -1);
m_players_box->setLayout(layout);
}
void NetPlayDialog::ConnectWidgets()
{
// Players
connect(m_room_box, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
&NetPlayDialog::UpdateGUI);
connect(m_hostcode_action_button, &QPushButton::clicked, [this] {
if (m_is_copy_button_retry && m_room_box->currentIndex() == 0)
g_TraversalClient->ReconnectToServer();
else
QApplication::clipboard()->setText(m_hostcode_label->text());
});
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connect(m_players_list, &QTableWidget::itemSelectionChanged, [this] {
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int row = m_players_list->currentRow();
m_kick_button->setEnabled(row > 0 &&
!m_players_list->currentItem()->data(Qt::UserRole).isNull());
});
connect(m_kick_button, &QPushButton::clicked, [this] {
auto id = m_players_list->currentItem()->data(Qt::UserRole).toInt();
Settings::Instance().GetNetPlayServer()->KickPlayer(id);
});
connect(m_assign_ports_button, &QPushButton::clicked, [this] {
m_pad_mapping->exec();
Settings::Instance().GetNetPlayServer()->SetPadMapping(m_pad_mapping->GetGCPadArray());
Settings::Instance().GetNetPlayServer()->SetWiimoteMapping(m_pad_mapping->GetWiimoteArray());
});
// Chat
connect(m_chat_send_button, &QPushButton::clicked, this, &NetPlayDialog::OnChat);
connect(m_chat_type_edit, &QLineEdit::returnPressed, this, &NetPlayDialog::OnChat);
connect(m_chat_type_edit, &QLineEdit::textChanged, this,
[this] { m_chat_send_button->setEnabled(!m_chat_type_edit->text().isEmpty()); });
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// Other
connect(m_buffer_size_box, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged),
[this](int value) {
if (value == m_buffer_size)
return;
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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auto client = Settings::Instance().GetNetPlayClient();
auto server = Settings::Instance().GetNetPlayServer();
if (server && !m_host_input_authority)
server->AdjustPadBufferSize(value);
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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else
client->AdjustPadBufferSize(value);
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});
connect(m_host_input_authority_action, &QAction::toggled, this, [=](bool checked) {
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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auto server = Settings::Instance().GetNetPlayServer();
if (server)
server->SetHostInputAuthority(checked);
m_golf_mode_action->setEnabled(checked);
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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});
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connect(m_start_button, &QPushButton::clicked, this, &NetPlayDialog::OnStart);
connect(m_quit_button, &QPushButton::clicked, this, &NetPlayDialog::reject);
connect(m_game_button, &QPushButton::clicked, [this] {
GameListDialog gld(this);
if (gld.exec() == QDialog::Accepted)
{
auto unique_id = gld.GetSelectedUniqueID();
Settings::Instance().GetNetPlayServer()->ChangeGame(unique_id.toStdString());
Settings::GetQSettings().setValue(QStringLiteral("netplay/hostgame"), unique_id);
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}
});
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [=](Core::State state) {
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if (isVisible())
{
GameStatusChanged(state != Core::State::Uninitialized);
if ((state == Core::State::Uninitialized || state == Core::State::Stopping) &&
!m_got_stop_request)
{
Settings::Instance().GetNetPlayClient()->RequestStopGame();
}
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if (state == Core::State::Uninitialized)
DisplayMessage(tr("Stopped game"), "red");
}
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});
connect(m_sync_save_data_action, &QAction::toggled, this,
[this](bool checked) { m_sync_all_wii_saves_action->setEnabled(checked); });
// SaveSettings() - Save Hosting-Dialog Settings
connect(m_buffer_size_box, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), this,
&NetPlayDialog::SaveSettings);
connect(m_save_sd_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_load_wii_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_sync_save_data_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_sync_codes_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_record_input_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_reduce_polling_rate_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_strict_settings_sync_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_host_input_authority_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_sync_all_wii_saves_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_golf_mode_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
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}
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void NetPlayDialog::SendMessage(const std::string& msg)
{
Settings::Instance().GetNetPlayClient()->SendChatMessage(msg);
DisplayMessage(QStringLiteral("%1: %2").arg(QString::fromStdString(m_nickname).toHtmlEscaped(),
QString::fromStdString(msg).toHtmlEscaped()),
"");
}
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void NetPlayDialog::OnChat()
{
QueueOnObject(this, [this] {
auto msg = m_chat_type_edit->text().toStdString();
if (msg.empty())
return;
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m_chat_type_edit->clear();
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SendMessage(msg);
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});
}
void NetPlayDialog::OnStart()
{
if (!Settings::Instance().GetNetPlayClient()->DoAllPlayersHaveGame())
{
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if (ModalMessageBox::question(
this, tr("Warning"),
tr("Not all players have the game. Do you really want to start?")) == QMessageBox::No)
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return;
}
if (m_strict_settings_sync_action->isChecked() && Config::Get(Config::GFX_EFB_SCALE) == 0)
{
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ModalMessageBox::critical(
this, tr("Error"),
tr("Auto internal resolution is not allowed in strict sync mode, as it depends on window "
"size.\n\nPlease select a specific internal resolution."));
return;
}
const auto game = FindGameFile(m_current_game);
if (!game)
{
PanicAlertT("Selected game doesn't exist in game list!");
return;
}
NetPlay::NetSettings settings;
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// Load GameINI so we can sync the settings from it
Config::AddLayer(
ConfigLoaders::GenerateGlobalGameConfigLoader(game->GetGameID(), game->GetRevision()));
Config::AddLayer(
ConfigLoaders::GenerateLocalGameConfigLoader(game->GetGameID(), game->GetRevision()));
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// Copy all relevant settings
settings.m_CPUthread = Config::Get(Config::MAIN_CPU_THREAD);
settings.m_CPUcore = Config::Get(Config::MAIN_CPU_CORE);
settings.m_EnableCheats = Config::Get(Config::MAIN_ENABLE_CHEATS);
settings.m_SelectedLanguage = Config::Get(Config::MAIN_GC_LANGUAGE);
settings.m_OverrideGCLanguage = Config::Get(Config::MAIN_OVERRIDE_GC_LANGUAGE);
settings.m_ProgressiveScan = Config::Get(Config::SYSCONF_PROGRESSIVE_SCAN);
settings.m_PAL60 = Config::Get(Config::SYSCONF_PAL60);
settings.m_DSPHLE = Config::Get(Config::MAIN_DSP_HLE);
settings.m_DSPEnableJIT = Config::Get(Config::MAIN_DSP_JIT);
settings.m_WriteToMemcard = m_save_sd_action->isChecked();
settings.m_CopyWiiSave = m_load_wii_action->isChecked();
settings.m_OCEnable = Config::Get(Config::MAIN_OVERCLOCK_ENABLE);
settings.m_OCFactor = Config::Get(Config::MAIN_OVERCLOCK);
settings.m_ReducePollingRate = m_reduce_polling_rate_action->isChecked();
settings.m_EXIDevice[0] =
static_cast<ExpansionInterface::TEXIDevices>(Config::Get(Config::MAIN_SLOT_A));
settings.m_EXIDevice[1] =
static_cast<ExpansionInterface::TEXIDevices>(Config::Get(Config::MAIN_SLOT_B));
settings.m_EFBAccessEnable = Config::Get(Config::GFX_HACK_EFB_ACCESS_ENABLE);
settings.m_BBoxEnable = Config::Get(Config::GFX_HACK_BBOX_ENABLE);
settings.m_ForceProgressive = Config::Get(Config::GFX_HACK_FORCE_PROGRESSIVE);
settings.m_EFBToTextureEnable = Config::Get(Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM);
settings.m_XFBToTextureEnable = Config::Get(Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM);
settings.m_DisableCopyToVRAM = Config::Get(Config::GFX_HACK_DISABLE_COPY_TO_VRAM);
settings.m_ImmediateXFBEnable = Config::Get(Config::GFX_HACK_IMMEDIATE_XFB);
settings.m_EFBEmulateFormatChanges = Config::Get(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES);
settings.m_SafeTextureCacheColorSamples =
Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
settings.m_PerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);
settings.m_FPRF = Config::Get(Config::MAIN_FPRF);
settings.m_AccurateNaNs = Config::Get(Config::MAIN_ACCURATE_NANS);
settings.m_SyncOnSkipIdle = Config::Get(Config::MAIN_SYNC_ON_SKIP_IDLE);
settings.m_SyncGPU = Config::Get(Config::MAIN_SYNC_GPU);
settings.m_SyncGpuMaxDistance = Config::Get(Config::MAIN_SYNC_GPU_MAX_DISTANCE);
settings.m_SyncGpuMinDistance = Config::Get(Config::MAIN_SYNC_GPU_MIN_DISTANCE);
settings.m_SyncGpuOverclock = Config::Get(Config::MAIN_SYNC_GPU_OVERCLOCK);
settings.m_JITFollowBranch = Config::Get(Config::MAIN_JIT_FOLLOW_BRANCH);
settings.m_FastDiscSpeed = Config::Get(Config::MAIN_FAST_DISC_SPEED);
settings.m_MMU = Config::Get(Config::MAIN_MMU);
settings.m_Fastmem = Config::Get(Config::MAIN_FASTMEM);
settings.m_SkipIPL = Config::Get(Config::MAIN_SKIP_IPL) ||
!Settings::Instance().GetNetPlayServer()->DoAllPlayersHaveIPLDump();
settings.m_LoadIPLDump = Config::Get(Config::MAIN_LOAD_IPL_DUMP) &&
Settings::Instance().GetNetPlayServer()->DoAllPlayersHaveIPLDump();
settings.m_VertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
settings.m_InternalResolution = Config::Get(Config::GFX_EFB_SCALE);
settings.m_EFBScaledCopy = Config::Get(Config::GFX_HACK_COPY_EFB_SCALED);
settings.m_FastDepthCalc = Config::Get(Config::GFX_FAST_DEPTH_CALC);
settings.m_EnablePixelLighting = Config::Get(Config::GFX_ENABLE_PIXEL_LIGHTING);
settings.m_WidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
settings.m_ForceFiltering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
settings.m_MaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
settings.m_ForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
settings.m_DisableCopyFilter = Config::Get(Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
settings.m_DisableFog = Config::Get(Config::GFX_DISABLE_FOG);
settings.m_ArbitraryMipmapDetection = Config::Get(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
settings.m_ArbitraryMipmapDetectionThreshold =
Config::Get(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD);
settings.m_EnableGPUTextureDecoding = Config::Get(Config::GFX_ENABLE_GPU_TEXTURE_DECODING);
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settings.m_DeferEFBCopies = Config::Get(Config::GFX_HACK_DEFER_EFB_COPIES);
settings.m_EFBAccessTileSize = Config::Get(Config::GFX_HACK_EFB_ACCESS_TILE_SIZE);
settings.m_EFBAccessDeferInvalidation = Config::Get(Config::GFX_HACK_EFB_DEFER_INVALIDATION);
settings.m_StrictSettingsSync = m_strict_settings_sync_action->isChecked();
settings.m_SyncSaveData = m_sync_save_data_action->isChecked();
settings.m_SyncCodes = m_sync_codes_action->isChecked();
settings.m_SyncAllWiiSaves =
m_sync_all_wii_saves_action->isChecked() && m_sync_save_data_action->isChecked();
settings.m_GolfMode = m_golf_mode_action->isChecked();
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// Unload GameINI to restore things to normal
Config::RemoveLayer(Config::LayerType::GlobalGame);
Config::RemoveLayer(Config::LayerType::LocalGame);
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Settings::Instance().GetNetPlayServer()->SetNetSettings(settings);
if (Settings::Instance().GetNetPlayServer()->RequestStartGame())
SetOptionsEnabled(false);
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}
void NetPlayDialog::reject()
{
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if (ModalMessageBox::question(this, tr("Confirmation"),
tr("Are you sure you want to quit NetPlay?")) == QMessageBox::Yes)
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{
QDialog::reject();
}
}
void NetPlayDialog::show(std::string nickname, bool use_traversal)
{
m_nickname = nickname;
m_use_traversal = use_traversal;
m_buffer_size = 0;
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m_old_player_count = 0;
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m_room_box->clear();
m_chat_edit->clear();
m_chat_type_edit->clear();
bool is_hosting = Settings::Instance().GetNetPlayServer() != nullptr;
if (is_hosting)
{
if (use_traversal)
m_room_box->addItem(tr("Room ID"));
m_room_box->addItem(tr("External"));
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for (const auto& iface : Settings::Instance().GetNetPlayServer()->GetInterfaceSet())
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{
const auto interface = QString::fromStdString(iface);
m_room_box->addItem(iface == "!local!" ? tr("Local") : interface, interface);
}
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}
m_data_menu->menuAction()->setVisible(is_hosting);
m_network_menu->menuAction()->setVisible(is_hosting);
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m_start_button->setHidden(!is_hosting);
m_kick_button->setHidden(!is_hosting);
m_assign_ports_button->setHidden(!is_hosting);
m_md5_button->setHidden(!is_hosting);
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m_room_box->setHidden(!is_hosting);
m_hostcode_label->setHidden(!is_hosting);
m_hostcode_action_button->setHidden(!is_hosting);
m_game_button->setEnabled(is_hosting);
m_kick_button->setEnabled(false);
QDialog::show();
UpdateGUI();
}
void NetPlayDialog::ResetExternalIP()
{
m_external_ip_address = Common::Lazy<std::string>([]() -> std::string {
Common::HttpRequest request;
// ENet does not support IPv6, so IPv4 has to be used
request.UseIPv4();
Common::HttpRequest::Response response =
request.Get("https://ip.dolphin-emu.org/", {{"X-Is-Dolphin", "1"}});
if (response.has_value())
return std::string(response->begin(), response->end());
return "";
});
}
void NetPlayDialog::UpdateDiscordPresence()
{
#ifdef USE_DISCORD_PRESENCE
// both m_current_game and m_player_count need to be set for the status to be displayed correctly
if (m_player_count == 0 || m_current_game.empty())
return;
const auto use_default = [this]() {
Discord::UpdateDiscordPresence(m_player_count, Discord::SecretType::Empty, "", m_current_game);
};
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if (Core::IsRunning())
return use_default();
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if (IsHosting())
{
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if (g_TraversalClient)
{
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const auto host_id = g_TraversalClient->GetHostID();
if (host_id[0] == '\0')
return use_default();
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Discord::UpdateDiscordPresence(m_player_count, Discord::SecretType::RoomID,
std::string(host_id.begin(), host_id.end()), m_current_game);
}
else
{
if (m_external_ip_address->empty())
return use_default();
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const int port = Settings::Instance().GetNetPlayServer()->GetPort();
Discord::UpdateDiscordPresence(
m_player_count, Discord::SecretType::IPAddress,
Discord::CreateSecretFromIPAddress(*m_external_ip_address, port), m_current_game);
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}
}
else
{
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use_default();
}
#endif
}
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void NetPlayDialog::UpdateGUI()
{
auto client = Settings::Instance().GetNetPlayClient();
auto server = Settings::Instance().GetNetPlayServer();
if (!client)
return;
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// Update Player List
const auto players = client->GetPlayers();
if (static_cast<int>(players.size()) != m_player_count && m_player_count != 0)
QApplication::alert(this);
m_player_count = static_cast<int>(players.size());
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int selection_pid = m_players_list->currentItem() ?
m_players_list->currentItem()->data(Qt::UserRole).toInt() :
-1;
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m_players_list->clear();
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m_players_list->setHorizontalHeaderLabels(
{tr("Player"), tr("Game Status"), tr("Ping"), tr("Mapping"), tr("Revision")});
m_players_list->setRowCount(m_player_count);
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const auto get_mapping_string = [](const NetPlay::Player* player,
const NetPlay::PadMappingArray& array) {
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std::string str;
for (size_t i = 0; i < array.size(); i++)
{
if (player->pid == array[i])
str += std::to_string(i + 1);
else
str += '-';
}
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return '|' + str + '|';
};
static const std::map<NetPlay::PlayerGameStatus, QString> player_status{
{NetPlay::PlayerGameStatus::Ok, tr("OK")},
{NetPlay::PlayerGameStatus::NotFound, tr("Not Found")},
};
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for (int i = 0; i < m_player_count; i++)
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{
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const auto* p = players[i];
auto* name_item = new QTableWidgetItem(QString::fromStdString(p->name));
auto* status_item = new QTableWidgetItem(player_status.count(p->game_status) ?
player_status.at(p->game_status) :
QStringLiteral("?"));
auto* ping_item = new QTableWidgetItem(QStringLiteral("%1 ms").arg(p->ping));
auto* mapping_item = new QTableWidgetItem(
QString::fromStdString(get_mapping_string(p, client->GetPadMapping()) +
get_mapping_string(p, client->GetWiimoteMapping())));
auto* revision_item = new QTableWidgetItem(QString::fromStdString(p->revision));
for (auto* item : {name_item, status_item, ping_item, mapping_item, revision_item})
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{
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item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setData(Qt::UserRole, static_cast<int>(p->pid));
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}
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m_players_list->setItem(i, 0, name_item);
m_players_list->setItem(i, 1, status_item);
m_players_list->setItem(i, 2, ping_item);
m_players_list->setItem(i, 3, mapping_item);
m_players_list->setItem(i, 4, revision_item);
if (p->pid == selection_pid)
m_players_list->selectRow(i);
}
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// Update Room ID / IP label
if (m_use_traversal && m_room_box->currentIndex() == 0)
{
switch (g_TraversalClient->GetState())
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{
case TraversalClient::Connecting:
m_hostcode_label->setText(tr("..."));
m_hostcode_action_button->setEnabled(false);
break;
case TraversalClient::Connected:
{
const auto host_id = g_TraversalClient->GetHostID();
m_hostcode_label->setText(
QString::fromStdString(std::string(host_id.begin(), host_id.end())));
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m_hostcode_action_button->setEnabled(true);
m_hostcode_action_button->setText(tr("Copy"));
m_is_copy_button_retry = false;
break;
}
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case TraversalClient::Failure:
m_hostcode_label->setText(tr("Error"));
m_hostcode_action_button->setText(tr("Retry"));
m_hostcode_action_button->setEnabled(true);
m_is_copy_button_retry = true;
break;
}
}
else if (server)
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{
if (m_room_box->currentIndex() == (m_use_traversal ? 1 : 0))
{
if (!m_external_ip_address->empty())
{
const int port = Settings::Instance().GetNetPlayServer()->GetPort();
m_hostcode_label->setText(QStringLiteral("%1:%2").arg(
QString::fromStdString(*m_external_ip_address), QString::number(port)));
m_hostcode_action_button->setEnabled(true);
}
else
{
m_hostcode_label->setText(tr("Unknown"));
m_hostcode_action_button->setEnabled(false);
}
}
else
{
m_hostcode_label->setText(QString::fromStdString(
server->GetInterfaceHost(m_room_box->currentData().toString().toStdString())));
m_hostcode_action_button->setEnabled(true);
}
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m_hostcode_action_button->setText(tr("Copy"));
m_is_copy_button_retry = false;
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}
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if (m_old_player_count != m_player_count)
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{
UpdateDiscordPresence();
m_old_player_count = m_player_count;
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}
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}
// NetPlayUI methods
void NetPlayDialog::BootGame(const std::string& filename)
{
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m_got_stop_request = false;
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emit Boot(QString::fromStdString(filename));
}
void NetPlayDialog::StopGame()
{
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if (m_got_stop_request)
return;
m_got_stop_request = true;
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emit Stop();
}
bool NetPlayDialog::IsHosting() const
{
return Settings::Instance().GetNetPlayServer() != nullptr;
}
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void NetPlayDialog::Update()
{
QueueOnObject(this, &NetPlayDialog::UpdateGUI);
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}
void NetPlayDialog::DisplayMessage(const QString& msg, const std::string& color, int duration)
{
QueueOnObject(m_chat_edit, [this, color, msg] {
m_chat_edit->append(
QStringLiteral("<font color='%1'>%2</font>").arg(QString::fromStdString(color), msg));
});
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QColor c(color.empty() ? QStringLiteral("white") : QString::fromStdString(color));
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if (g_ActiveConfig.bShowNetPlayMessages && Core::IsRunning())
g_netplay_chat_ui->AppendChat(msg.toStdString(),
{static_cast<float>(c.redF()), static_cast<float>(c.greenF()),
static_cast<float>(c.blueF())});
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}
void NetPlayDialog::AppendChat(const std::string& msg)
{
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DisplayMessage(QString::fromStdString(msg).toHtmlEscaped(), "");
QApplication::alert(this);
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}
void NetPlayDialog::OnMsgChangeGame(const std::string& title)
{
QString qtitle = QString::fromStdString(title);
QueueOnObject(this, [this, qtitle, title] {
m_game_button->setText(qtitle);
m_current_game = title;
UpdateDiscordPresence();
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});
DisplayMessage(tr("Game changed to \"%1\"").arg(qtitle), "magenta");
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}
void NetPlayDialog::GameStatusChanged(bool running)
{
QueueOnObject(this, [this, running] { SetOptionsEnabled(!running); });
}
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void NetPlayDialog::SetOptionsEnabled(bool enabled)
{
if (Settings::Instance().GetNetPlayServer())
{
m_start_button->setEnabled(enabled);
m_game_button->setEnabled(enabled);
m_load_wii_action->setEnabled(enabled);
m_save_sd_action->setEnabled(enabled);
m_sync_save_data_action->setEnabled(enabled);
m_sync_codes_action->setEnabled(enabled);
m_assign_ports_button->setEnabled(enabled);
m_reduce_polling_rate_action->setEnabled(enabled);
m_strict_settings_sync_action->setEnabled(enabled);
m_host_input_authority_action->setEnabled(enabled);
m_sync_all_wii_saves_action->setEnabled(enabled && m_sync_save_data_action->isChecked());
m_golf_mode_action->setEnabled(enabled && m_host_input_authority_action->isChecked());
}
m_record_input_action->setEnabled(enabled);
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}
void NetPlayDialog::OnMsgStartGame()
{
DisplayMessage(tr("Started game"), "green");
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g_netplay_chat_ui =
std::make_unique<NetPlayChatUI>([this](const std::string& message) { SendMessage(message); });
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QueueOnObject(this, [this] {
auto client = Settings::Instance().GetNetPlayClient();
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if (client)
client->StartGame(FindGame(m_current_game));
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UpdateDiscordPresence();
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});
}
void NetPlayDialog::OnMsgStopGame()
{
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g_netplay_chat_ui.reset();
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QueueOnObject(this, [this] { UpdateDiscordPresence(); });
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}
void NetPlayDialog::OnMsgPowerButton()
{
if (!Core::IsRunning())
return;
QueueOnObject(this, [] { UICommon::TriggerSTMPowerEvent(); });
}
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void NetPlayDialog::OnPadBufferChanged(u32 buffer)
{
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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QueueOnObject(this, [this, buffer] {
const QSignalBlocker blocker(m_buffer_size_box);
m_buffer_size_box->setValue(buffer);
});
DisplayMessage(m_host_input_authority ? tr("Max buffer size changed to %1").arg(buffer) :
tr("Buffer size changed to %1").arg(buffer),
"darkcyan");
m_buffer_size = static_cast<int>(buffer);
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}
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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void NetPlayDialog::OnHostInputAuthorityChanged(bool enabled)
{
m_host_input_authority = enabled;
DisplayMessage(enabled ? tr("Host input authority enabled") : tr("Host input authority disabled"),
"");
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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QueueOnObject(this, [this, enabled] {
const bool is_hosting = IsHosting();
const bool enable_buffer = is_hosting != enabled;
if (is_hosting)
{
m_buffer_size_box->setEnabled(enable_buffer);
m_buffer_label->setEnabled(enable_buffer);
m_buffer_size_box->setHidden(false);
m_buffer_label->setHidden(false);
const QSignalBlocker blocker(m_host_input_authority_action);
m_host_input_authority_action->setChecked(enabled);
m_golf_mode_action->setEnabled(enabled);
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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}
else
{
m_buffer_size_box->setEnabled(true);
m_buffer_label->setEnabled(true);
m_buffer_size_box->setHidden(!enable_buffer);
m_buffer_label->setHidden(!enable_buffer);
}
m_buffer_label->setText(enabled ? tr("Max Buffer:") : tr("Buffer:"));
if (enabled)
m_buffer_size_box->setValue(Config::Get(Config::NETPLAY_CLIENT_BUFFER_SIZE));
});
NetPlay host input authority mode Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
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}
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void NetPlayDialog::OnDesync(u32 frame, const std::string& player)
{
DisplayMessage(tr("Possible desync detected: %1 might have desynced at frame %2")
.arg(QString::fromStdString(player), QString::number(frame)),
"red", OSD::Duration::VERY_LONG);
}
void NetPlayDialog::OnConnectionLost()
{
DisplayMessage(tr("Lost connection to NetPlay server..."), "red");
}
void NetPlayDialog::OnConnectionError(const std::string& message)
{
QueueOnObject(this, [this, message] {
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ModalMessageBox::critical(this, tr("Error"),
tr("Failed to connect to server: %1").arg(tr(message.c_str())));
});
}
void NetPlayDialog::OnTraversalError(TraversalClient::FailureReason error)
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{
QueueOnObject(this, [this, error] {
switch (error)
{
case TraversalClient::FailureReason::BadHost:
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ModalMessageBox::critical(this, tr("Traversal Error"), tr("Couldn't look up central server"));
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QDialog::reject();
break;
case TraversalClient::FailureReason::VersionTooOld:
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ModalMessageBox::critical(this, tr("Traversal Error"),
tr("Dolphin is too old for traversal server"));
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QDialog::reject();
break;
case TraversalClient::FailureReason::ServerForgotAboutUs:
case TraversalClient::FailureReason::SocketSendError:
case TraversalClient::FailureReason::ResendTimeout:
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UpdateGUI();
break;
}
});
}
void NetPlayDialog::OnTraversalStateChanged(TraversalClient::State state)
{
switch (state)
{
case TraversalClient::State::Connected:
case TraversalClient::State::Failure:
UpdateDiscordPresence();
default:
break;
}
}
void NetPlayDialog::OnSaveDataSyncFailure()
{
QueueOnObject(this, [this] { SetOptionsEnabled(true); });
}
void NetPlayDialog::OnGolferChanged(const bool is_golfer, const std::string& golfer_name)
{
if (m_host_input_authority)
{
QueueOnObject(this, [this, is_golfer] {
m_buffer_size_box->setEnabled(!is_golfer);
m_buffer_label->setEnabled(!is_golfer);
});
}
if (!golfer_name.empty())
DisplayMessage(tr("%1 is now golfing").arg(QString::fromStdString(golfer_name)), "");
}
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bool NetPlayDialog::IsRecording()
{
std::optional<bool> is_recording = RunOnObject(m_record_input_action, &QAction::isChecked);
if (is_recording)
return *is_recording;
return false;
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}
std::string NetPlayDialog::FindGame(const std::string& game)
{
std::optional<std::string> path = RunOnObject(this, [this, &game] {
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for (int i = 0; i < m_game_list_model->rowCount(QModelIndex()); i++)
{
if (m_game_list_model->GetUniqueIdentifier(i).toStdString() == game)
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return m_game_list_model->GetPath(i).toStdString();
}
return std::string("");
});
if (path)
return *path;
return std::string("");
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}
std::shared_ptr<const UICommon::GameFile> NetPlayDialog::FindGameFile(const std::string& game)
{
std::optional<std::shared_ptr<const UICommon::GameFile>> game_file =
RunOnObject(this, [this, &game] {
for (int i = 0; i < m_game_list_model->rowCount(QModelIndex()); i++)
{
if (m_game_list_model->GetUniqueIdentifier(i).toStdString() == game)
return m_game_list_model->GetGameFile(i);
}
return static_cast<std::shared_ptr<const UICommon::GameFile>>(nullptr);
});
if (game_file)
return *game_file;
return nullptr;
}
void NetPlayDialog::SaveSettings()
{
Config::ConfigChangeCallbackGuard config_guard;
if (m_host_input_authority)
Config::SetBase(Config::NETPLAY_CLIENT_BUFFER_SIZE, m_buffer_size_box->value());
else
Config::SetBase(Config::NETPLAY_BUFFER_SIZE, m_buffer_size_box->value());
Config::SetBase(Config::NETPLAY_WRITE_SAVE_SDCARD_DATA, m_save_sd_action->isChecked());
Config::SetBase(Config::NETPLAY_LOAD_WII_SAVE, m_load_wii_action->isChecked());
Config::SetBase(Config::NETPLAY_SYNC_SAVES, m_sync_save_data_action->isChecked());
Config::SetBase(Config::NETPLAY_SYNC_CODES, m_sync_codes_action->isChecked());
Config::SetBase(Config::NETPLAY_RECORD_INPUTS, m_record_input_action->isChecked());
Config::SetBase(Config::NETPLAY_REDUCE_POLLING_RATE, m_reduce_polling_rate_action->isChecked());
Config::SetBase(Config::NETPLAY_STRICT_SETTINGS_SYNC, m_strict_settings_sync_action->isChecked());
Config::SetBase(Config::NETPLAY_HOST_INPUT_AUTHORITY, m_host_input_authority_action->isChecked());
Config::SetBase(Config::NETPLAY_SYNC_ALL_WII_SAVES, m_sync_all_wii_saves_action->isChecked());
Config::SetBase(Config::NETPLAY_GOLF_MODE, m_golf_mode_action->isChecked());
}
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void NetPlayDialog::ShowMD5Dialog(const std::string& file_identifier)
{
QueueOnObject(this, [this, file_identifier] {
m_md5_button->setEnabled(false);
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if (m_md5_dialog->isVisible())
m_md5_dialog->close();
m_md5_dialog->show(QString::fromStdString(file_identifier));
});
}
void NetPlayDialog::SetMD5Progress(int pid, int progress)
{
QueueOnObject(this, [this, pid, progress] {
if (m_md5_dialog->isVisible())
m_md5_dialog->SetProgress(pid, progress);
});
}
void NetPlayDialog::SetMD5Result(int pid, const std::string& result)
{
QueueOnObject(this, [this, pid, result] {
m_md5_dialog->SetResult(pid, result);
m_md5_button->setEnabled(true);
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});
}
void NetPlayDialog::AbortMD5()
{
QueueOnObject(this, [this] {
m_md5_dialog->close();
m_md5_button->setEnabled(true);
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});
}
void NetPlayDialog::ShowChunkedProgressDialog(const std::string& title, const u64 data_size,
const std::vector<int>& players)
{
QueueOnObject(this, [this, title, data_size, players] {
if (m_chunked_progress_dialog->isVisible())
m_chunked_progress_dialog->close();
m_chunked_progress_dialog->show(QString::fromStdString(title), data_size, players);
});
}
void NetPlayDialog::HideChunkedProgressDialog()
{
QueueOnObject(this, [this] { m_chunked_progress_dialog->close(); });
}
void NetPlayDialog::SetChunkedProgress(const int pid, const u64 progress)
{
QueueOnObject(this, [this, pid, progress] {
if (m_chunked_progress_dialog->isVisible())
m_chunked_progress_dialog->SetProgress(pid, progress);
});
}