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

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// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/NetPlay/NetPlayDialog.h"
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#include <QAction>
#include <QActionGroup>
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#include <QApplication>
#include <QClipboard>
#include <QComboBox>
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#include <QFileDialog>
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#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 <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>
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#include <algorithm>
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#include <sstream>
#include "Common/CommonPaths.h"
#include "Common/Config/Config.h"
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#include "Common/HttpRequest.h"
#include "Common/Logging/Log.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"
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#include "Core/ConfigManager.h"
#include "Core/Core.h"
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#ifdef HAS_LIBMGBA
#include "Core/HW/GBACore.h"
#endif
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#include "Core/NetPlayServer.h"
#include "Core/SyncIdentifier.h"
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#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 "DolphinQt/Settings/GameCubePane.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"
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#include "VideoCommon/NetPlayGolfUI.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
NetPlayDialog::NetPlayDialog(const GameListModel& game_list_model, QWidget* parent)
: QDialog(parent), m_game_list_model(game_list_model)
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{
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();
LoadSettings();
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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_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_data_menu->setToolTipsVisible(true);
m_write_save_data_action = m_data_menu->addAction(tr("Write Save Data"));
m_write_save_data_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->setToolTip(
tr("This will sync additional graphics settings, and force everyone to the same internal "
"resolution.\nMay prevent desync in some games that use EFB reads. Please ensure everyone "
"uses the same video backend."));
m_strict_settings_sync_action->setCheckable(true);
m_network_menu = m_menu_bar->addMenu(tr("Network"));
m_network_menu->setToolTipsVisible(true);
m_fixed_delay_action = m_network_menu->addAction(tr("Fair Input Delay"));
m_fixed_delay_action->setToolTip(
tr("Each player sends their own inputs to the game, with equal buffer size for all players, "
"configured by the host.\nSuitable for competitive games where fairness and minimal "
"latency are most important."));
m_fixed_delay_action->setCheckable(true);
m_host_input_authority_action = m_network_menu->addAction(tr("Host Input Authority"));
m_host_input_authority_action->setToolTip(
tr("Host has control of sending all inputs to the game, as received from other players, "
"giving the host zero latency but increasing latency for others.\nSuitable for casual "
"games with 3+ players, possibly on unstable or high latency connections."));
m_host_input_authority_action->setCheckable(true);
m_golf_mode_action = m_network_menu->addAction(tr("Golf Mode"));
m_golf_mode_action->setToolTip(
tr("Identical to Host Input Authority, except the \"Host\" (who has zero latency) can be "
"switched at any time.\nSuitable for turn-based games with timing-sensitive controls, "
"such as golf."));
m_golf_mode_action->setCheckable(true);
m_network_mode_group = new QActionGroup(this);
m_network_mode_group->setExclusive(true);
m_network_mode_group->addAction(m_fixed_delay_action);
m_network_mode_group->addAction(m_host_input_authority_action);
m_network_mode_group->addAction(m_golf_mode_action);
m_fixed_delay_action->setChecked(true);
m_md5_menu = m_menu_bar->addMenu(tr("Checksum"));
m_md5_menu->addAction(tr("Current game"), this, [this] {
Settings::Instance().GetNetPlayServer()->ComputeMD5(m_current_game_identifier);
});
m_md5_menu->addAction(tr("Other game..."), this, [this] {
GameListDialog gld(m_game_list_model, this);
if (gld.exec() != QDialog::Accepted)
return;
Settings::Instance().GetNetPlayServer()->ComputeMD5(gld.GetSelectedGame().GetSyncIdentifier());
});
m_md5_menu->addAction(tr("SD Card"), this, [] {
Settings::Instance().GetNetPlayServer()->ComputeMD5(
NetPlay::NetPlayClient::GetSDCardIdentifier());
});
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_golf_mode_overlay_action = m_other_menu->addAction(tr("Show Golf Mode Overlay"));
m_golf_mode_overlay_action->setCheckable(true);
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m_hide_remote_gbas_action = m_other_menu->addAction(tr("Hide Remote GBAs"));
m_hide_remote_gbas_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);
m_main_layout->setMenuBar(m_menu_bar);
m_main_layout->addWidget(m_game_button, 0, 0, 1, -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"));
m_players_list->setTabKeyNavigation(false);
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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, qOverload<int>(&QComboBox::currentIndexChanged), this,
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&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());
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Settings::Instance().GetNetPlayServer()->SetGBAConfig(m_pad_mapping->GetGBAArray(), true);
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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, qOverload<int>(&QSpinBox::valueChanged), [this](int value) {
if (value == m_buffer_size)
return;
auto client = Settings::Instance().GetNetPlayClient();
auto server = Settings::Instance().GetNetPlayServer();
if (server && !m_host_input_authority)
server->AdjustPadBufferSize(value);
else
client->AdjustPadBufferSize(value);
});
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const auto hia_function = [this](bool enable) {
if (m_host_input_authority != enable)
{
auto server = Settings::Instance().GetNetPlayServer();
if (server)
server->SetHostInputAuthority(enable);
}
};
connect(m_host_input_authority_action, &QAction::toggled, this,
[hia_function] { hia_function(true); });
connect(m_golf_mode_action, &QAction::toggled, this, [hia_function] { hia_function(true); });
connect(m_fixed_delay_action, &QAction::toggled, this, [hia_function] { hia_function(false); });
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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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(m_game_list_model, this);
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if (gld.exec() == QDialog::Accepted)
{
Settings& settings = Settings::Instance();
const UICommon::GameFile& game = gld.GetSelectedGame();
const std::string netplay_name = m_game_list_model.GetNetPlayName(game);
settings.GetNetPlayServer()->ChangeGame(game.GetSyncIdentifier(), netplay_name);
Settings::GetQSettings().setValue(QStringLiteral("netplay/hostgame"),
QString::fromStdString(netplay_name));
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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, qOverload<int>(&QSpinBox::valueChanged), this,
&NetPlayDialog::SaveSettings);
connect(m_write_save_data_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_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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connect(m_golf_mode_overlay_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
connect(m_fixed_delay_action, &QAction::toggled, this, &NetPlayDialog::SaveSettings);
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connect(m_hide_remote_gbas_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), QString::fromStdString(msg)),
"");
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}
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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::OnIndexAdded(bool success, const std::string error)
{
DisplayMessage(success ? tr("Successfully added to the NetPlay index") :
tr("Failed to add this session to the NetPlay index: %1")
.arg(QString::fromStdString(error)),
success ? "green" : "red");
}
void NetPlayDialog::OnIndexRefreshFailed(const std::string error)
{
DisplayMessage(QString::fromStdString(error), "red");
}
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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_identifier);
if (!game)
{
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PanicAlertFmtT("Selected game doesn't exist in game list!");
return;
}
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);
m_md5_menu->menuAction()->setVisible(is_hosting);
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#ifdef HAS_LIBMGBA
m_hide_remote_gbas_action->setVisible(is_hosting);
#else
m_hide_remote_gbas_action->setVisible(false);
#endif
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m_start_button->setHidden(!is_hosting);
m_kick_button->setHidden(!is_hosting);
m_assign_ports_button->setHidden(!is_hosting);
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);
SetOptionsEnabled(true);
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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_name.empty())
return;
const auto use_default = [this]() {
Discord::UpdateDiscordPresence(m_player_count, Discord::SecretType::Empty, "",
m_current_game_name);
};
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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_name);
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}
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_name);
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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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static const std::map<NetPlay::SyncIdentifierComparison, QString> player_status{
{NetPlay::SyncIdentifierComparison::SameGame, tr("OK")},
{NetPlay::SyncIdentifierComparison::DifferentVersion, tr("Wrong Version")},
{NetPlay::SyncIdentifierComparison::DifferentGame, 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));
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auto* mapping_item =
new QTableWidgetItem(QString::fromStdString(NetPlay::GetPlayerMappingString(
p->pid, client->GetPadMapping(), client->GetGBAConfig(), client->GetWiimoteMapping())));
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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::State::Connecting:
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m_hostcode_label->setText(tr("..."));
m_hostcode_action_button->setEnabled(false);
break;
case TraversalClient::State::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;
}
case TraversalClient::State::Failure:
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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.toHtmlEscaped()));
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});
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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)
{
DisplayMessage(QString::fromStdString(msg), "");
QApplication::alert(this);
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}
void NetPlayDialog::OnMsgChangeGame(const NetPlay::SyncIdentifier& sync_identifier,
const std::string& netplay_name)
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{
QString qname = QString::fromStdString(netplay_name);
QueueOnObject(this, [this, qname, netplay_name, &sync_identifier] {
m_game_button->setText(qname);
m_current_game_identifier = sync_identifier;
m_current_game_name = netplay_name;
UpdateDiscordPresence();
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});
DisplayMessage(tr("Game changed to \"%1\"").arg(qname), "magenta");
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}
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void NetPlayDialog::OnMsgChangeGBARom(int pad, const NetPlay::GBAConfig& config)
{
if (config.has_rom)
{
DisplayMessage(
tr("GBA%1 ROM changed to \"%2\"").arg(pad + 1).arg(QString::fromStdString(config.title)),
"magenta");
}
else
{
DisplayMessage(tr("GBA%1 ROM disabled").arg(pad + 1), "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_write_save_data_action->setEnabled(enabled);
m_sync_save_data_action->setEnabled(enabled);
m_sync_codes_action->setEnabled(enabled);
m_assign_ports_button->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_fixed_delay_action->setEnabled(enabled);
}
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); });
if (m_host_input_authority &&
Settings::Instance().GetNetPlayClient()->GetNetSettings().m_GolfMode)
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{
g_netplay_golf_ui = std::make_unique<NetPlayGolfUI>(Settings::Instance().GetNetPlayClient());
}
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QueueOnObject(this, [this] {
auto client = Settings::Instance().GetNetPlayClient();
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if (client)
{
if (auto game = FindGameFile(m_current_game_identifier))
client->StartGame(game->GetFilePath());
else
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PanicAlertFmtT("Selected game doesn't exist in game list!");
}
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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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g_netplay_golf_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(); });
}
void NetPlayDialog::OnPlayerConnect(const std::string& player)
{
DisplayMessage(tr("%1 has joined").arg(QString::fromStdString(player)), "darkcyan");
}
void NetPlayDialog::OnPlayerDisconnect(const std::string& player)
{
DisplayMessage(tr("%1 has left").arg(QString::fromStdString(player)), "darkcyan");
}
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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);
}
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)
{
const QSignalBlocker blocker(m_buffer_size_box);
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();
break;
default:
break;
}
}
void NetPlayDialog::OnGameStartAborted()
{
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::shared_ptr<const UICommon::GameFile>
NetPlayDialog::FindGameFile(const NetPlay::SyncIdentifier& sync_identifier,
NetPlay::SyncIdentifierComparison* found)
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{
NetPlay::SyncIdentifierComparison temp;
if (!found)
found = &temp;
*found = NetPlay::SyncIdentifierComparison::DifferentGame;
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std::optional<std::shared_ptr<const UICommon::GameFile>> game_file =
RunOnObject(this, [this, &sync_identifier, found] {
for (int i = 0; i < m_game_list_model.rowCount(QModelIndex()); i++)
{
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auto file = m_game_list_model.GetGameFile(i);
*found = std::min(*found, file->CompareSyncIdentifier(sync_identifier));
if (*found == NetPlay::SyncIdentifierComparison::SameGame)
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return file;
}
return static_cast<std::shared_ptr<const UICommon::GameFile>>(nullptr);
});
if (game_file)
return *game_file;
return nullptr;
}
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std::string NetPlayDialog::FindGBARomPath(const std::array<u8, 20>& hash, std::string_view title,
int device_number)
{
#ifdef HAS_LIBMGBA
auto result = RunOnObject(this, [&, this] {
std::string rom_path;
std::array<u8, 20> rom_hash;
std::string rom_title;
for (size_t i = device_number; i < static_cast<size_t>(device_number) + 4; ++i)
{
rom_path = Config::Get(Config::MAIN_GBA_ROM_PATHS[i % 4]);
if (!rom_path.empty() && HW::GBA::Core::GetRomInfo(rom_path.c_str(), rom_hash, rom_title) &&
rom_hash == hash && rom_title == title)
{
return rom_path;
}
}
while (!(rom_path = GameCubePane::GetOpenGBARom(title)).empty())
{
if (HW::GBA::Core::GetRomInfo(rom_path.c_str(), rom_hash, rom_title))
{
if (rom_hash == hash && rom_title == title)
return rom_path;
ModalMessageBox::critical(
this, tr("Error"),
QString::fromStdString(Common::FmtFormatT(
"Mismatched ROMs\n"
"Selected: {0}\n- Title: {1}\n- Hash: {2:02X}\n"
"Expected:\n- Title: {3}\n- Hash: {4:02X}",
rom_path, rom_title, fmt::join(rom_hash, ""), title, fmt::join(hash, ""))));
}
else
{
ModalMessageBox::critical(
this, tr("Error"), tr("%1 is not a valid ROM").arg(QString::fromStdString(rom_path)));
}
}
return std::string();
});
if (result)
return *result;
#endif
return {};
}
void NetPlayDialog::LoadSettings()
{
const int buffer_size = Config::Get(Config::NETPLAY_BUFFER_SIZE);
const bool write_save_data = Config::Get(Config::NETPLAY_WRITE_SAVE_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 strict_settings_sync = Config::Get(Config::NETPLAY_STRICT_SETTINGS_SYNC);
const bool sync_all_wii_saves = Config::Get(Config::NETPLAY_SYNC_ALL_WII_SAVES);
const bool golf_mode_overlay = Config::Get(Config::NETPLAY_GOLF_MODE_OVERLAY);
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const bool hide_remote_gbas = Config::Get(Config::NETPLAY_HIDE_REMOTE_GBAS);
m_buffer_size_box->setValue(buffer_size);
m_write_save_data_action->setChecked(write_save_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_strict_settings_sync_action->setChecked(strict_settings_sync);
m_sync_all_wii_saves_action->setChecked(sync_all_wii_saves);
m_golf_mode_overlay_action->setChecked(golf_mode_overlay);
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m_hide_remote_gbas_action->setChecked(hide_remote_gbas);
const std::string network_mode = Config::Get(Config::NETPLAY_NETWORK_MODE);
if (network_mode == "fixeddelay")
{
m_fixed_delay_action->setChecked(true);
}
else if (network_mode == "hostinputauthority")
{
m_host_input_authority_action->setChecked(true);
}
else if (network_mode == "golf")
{
m_golf_mode_action->setChecked(true);
}
else
{
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WARN_LOG_FMT(NETPLAY, "Unknown network mode '{}', using 'fixeddelay'", network_mode);
m_fixed_delay_action->setChecked(true);
}
}
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_DATA, m_write_save_data_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_STRICT_SETTINGS_SYNC, m_strict_settings_sync_action->isChecked());
Config::SetBase(Config::NETPLAY_SYNC_ALL_WII_SAVES, m_sync_all_wii_saves_action->isChecked());
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Config::SetBase(Config::NETPLAY_GOLF_MODE_OVERLAY, m_golf_mode_overlay_action->isChecked());
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Config::SetBase(Config::NETPLAY_HIDE_REMOTE_GBAS, m_hide_remote_gbas_action->isChecked());
std::string network_mode;
if (m_fixed_delay_action->isChecked())
{
network_mode = "fixeddelay";
}
else if (m_host_input_authority_action->isChecked())
{
network_mode = "hostinputauthority";
}
else if (m_golf_mode_action->isChecked())
{
network_mode = "golf";
}
Config::SetBase(Config::NETPLAY_NETWORK_MODE, network_mode);
}
void NetPlayDialog::ShowMD5Dialog(const std::string& title)
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{
QueueOnObject(this, [this, title] {
m_md5_menu->setEnabled(false);
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if (m_md5_dialog->isVisible())
m_md5_dialog->close();
m_md5_dialog->show(QString::fromStdString(title));
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});
}
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_menu->setEnabled(true);
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});
}
void NetPlayDialog::AbortMD5()
{
QueueOnObject(this, [this] {
m_md5_dialog->close();
m_md5_menu->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->done(QDialog::Accepted);
m_chunked_progress_dialog->show(QString::fromStdString(title), data_size, players);
});
}
void NetPlayDialog::HideChunkedProgressDialog()
{
QueueOnObject(this, [this] { m_chunked_progress_dialog->done(QDialog::Accepted); });
}
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);
});
}