dolphin/Source/Core/DolphinWX/Src/NetFunctions.cpp

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "NetWindow.h"
#include "HW/SI_DeviceGCController.h"
NetPlay *NetClass_ptr = NULL;
void NetPlay::IsGameFound(unsigned char * ptr, std::string m_selected)
{
m_critical.Enter();
m_selectedGame = m_selected;
if (m_games.find(m_selected) != std::string::npos)
*ptr = 0x1F;
else
*ptr = 0x1A;
m_critical.Leave();
}
void NetPlay::OnNetEvent(wxCommandEvent& event)
{
switch (event.GetId())
{
case HOST_FULL:
{
AppendText(_(" Server is Full !\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
}
break;
case HOST_ERROR:
{
if (m_isHosting == 0)
{
AppendText(_("ERROR : Network Error !\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
}
else
{
m_numClients--;
AppendText( wxString::Format(wxT("ERROR : Network Error !\n"
"*Player : %s has been dropped from the game.\n\n"),
(const char *)event.GetString().mb_str()) );
}
}
break;
case HOST_DISCONNECTED:
{
// Event sent from Client's thread, it means that the thread
// has been killed and so we tell the GUI thread.
AppendText(_("*Connection to Host lost.\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
m_numClients--;
}
break;
case HOST_PLAYERLEFT:
{
m_numClients--;
}
break;
case HOST_NEWPLAYER:
{
m_numClients++;
m_NetModel = event.GetInt();
}
break;
case CLIENTS_READY:
{
m_clients_ready = true;
// Tell clients everyone is ready...
if (m_ready)
LoadGame();
}
break;
case CLIENTS_NOTREADY:
{
m_clients_ready = false;
}
break;
case GUI_UPDATE:
UpdateNetWindow(false);
break;
case ADD_TEXT:
AppendText(event.GetString());
break;
case ADD_INFO:
UpdateNetWindow(true, event.GetString());
break;
}
}
void ServerSide::IsEveryoneReady()
{
int nb_ready = 0;
for (int i=0; i < m_numplayers ; i++)
if (m_client[i].ready)
nb_ready++;
if (nb_ready == m_numplayers)
Event->SendEvent(CLIENTS_READY);
else
Event->SendEvent(CLIENTS_NOTREADY);
}
// Actual Core function which is called on every frame
int CSIDevice_GCController::GetNetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
if (NetClass_ptr != NULL)
return NetClass_ptr->GetNetPads(numPAD, PadStatus, PADStatus) ? 1 : 0;
else
return 2;
}
void NetPlay::LoadGame()
{
// Two implementations, one "p2p" implementation which sends to peer
// and receive from peer 2 players max. and another which uses server model
// and always sends to the server which then send it back to all the clients
// -> P2P model is faster, but is limited to 2 players
// -> Server model is slower, but supports up to 4 players
if (m_isHosting == 1)
{
long ping[3] = {0};
unsigned char value = 0x50;
// Get ping
m_sock_server->Write(0, 0, 0, ping);
float fping = (ping[0]+ping[1]+ping[2])/(float)m_numClients;
// Tell client everyone is ready
for (int i=0; i < m_numClients ; i++)
m_sock_server->Write(i, (const char*)&value, 1);
// Sleep a bit to start the game at more or less the same time than the peer
wxMilliSleep(fping/2);
m_Logging->AppendText(wxString::Format(wxT("** Everyone is ready... Loading Game ! **\n"
"** Ping to client(s) is : %f ms\n"), fping));
}
else
m_Logging->AppendText(_("** Everyone is ready... Loading Game ! **\n"));
// TODO : Throttle should be on by default, to avoid stuttering
//soundStream->GetMixer()->SetThrottle(true);
int line_p = 0;
int line_n = 0;
m_critical.Enter();
std::string tmp = m_games.substr(0, m_games.find(m_selectedGame));
for (int i=0; i < (int)tmp.size(); i++)
if (tmp.c_str()[i] == '\n')
line_n++;
// Enable
NetClass_ptr = this;
m_timer.Start();
m_data_received = false;
m_critical.Leave();
// Find corresponding game path
for (int i=0; i < (int)m_paths.size(); i++)
{
if (m_paths.c_str()[i] == '\n')
line_p++;
if (line_n == line_p) {
// Game path found, get its string
int str_pos = line_p > 0 ? i+1 : i;
int str_end = (int)m_paths.find('\n', str_pos);
// Boot the selected game
BootManager::BootCore(m_paths.substr(str_pos, str_end - str_pos));
break;
}
}
}
bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
{
if (m_numClients < 1)
{
m_Logging->AppendText(_("** WARNING : "
"Ping too high (>2000ms) or connection lost ! \n"
"** WARNING : Stopping Netplay... \n"));
NetClass_ptr = NULL;
return false;
}
// Store current pad status in netValues[]
netValues[0] = (u32)((u8)PadStatus.stickY);
netValues[0] |= (u32)((u8)PadStatus.stickX << 8);
netValues[0] |= (u32)((u16)PadStatus.button << 16);
netValues[0] |= 0x00800000;
netValues[1] = (u8)PadStatus.triggerRight;
netValues[1] |= (u32)((u8)PadStatus.triggerLeft << 8);
netValues[1] |= (u32)((u8)PadStatus.substickY << 16);
netValues[1] |= (u32)((u8)PadStatus.substickX << 24);
if (m_NetModel == 0) // Use 2 players Model
{
if (padnb == 0)
{
// Update the timer and increment total frame number
m_frame++;
if (m_frame == 1)
{
// We make sure everyone's pad is enabled
for (int i = 0; i < m_numClients+1; i++)
SerialInterface::ChangeDevice(SI_GC_CONTROLLER, i);
// Better disable unused ports
for (int i = m_numClients+1; i < 4; i++)
SerialInterface::ChangeDevice(SI_DUMMY, i);
}
if (m_timer.GetTimeDifference() > 1000)
m_timer.Update();
#ifdef NET_DEBUG
char sent[64];
sprintf(sent, "Sent Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(sent));
#endif
unsigned char player = 0;
#ifdef USE_TCP
unsigned char init_value = 0xA1;
if (m_isHosting == 1) {
// Send pads values
m_sock_server->Write(0, (const char*)&init_value, 1);
m_sock_server->Write(0, (const char*)netValues, 8);
}
else {
// Send pads values
m_sock_client->Write((const char*)&init_value, 1);
m_sock_client->Write((const char*)netValues, 8);
player = 1;
}
#else // UDP
u32 padsValues[3];
padsValues[0] = m_frame;
padsValues[1] = netValues[0];
padsValues[2] = netValues[1];
if (m_isHosting == 1) {
// Send pads values
m_sock_server->WriteUDP(0, (const char*)padsValues, 12);
}
else {
// Send pads values
m_sock_client->WriteUDP((const char*)padsValues, 12);
player = 1;
}
#endif
if (!m_data_received)
{
// Save pad values
m_pads[player].nHi[m_loopframe] = netValues[0];
m_pads[player].nLow[m_loopframe] = netValues[1];
// Try to read from peer...
if (m_isHosting == 1)
m_data_received = m_sock_server->isNewPadData(0, false);
else
m_data_received = m_sock_client->isNewPadData(0, false);
if (m_data_received)
{
// Set our practical frame delay
m_frameDelay = m_loopframe;
m_loopframe = 0;
// First Data has been received !
m_Logging->AppendText(_("** Data received from Peer. Starting Sync !"));
m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
}
else {
if (m_loopframe > 126)
{
m_Logging->AppendText(_("** WARNING : "
"Ping too high (>2000ms) or connection lost ! \n"
"** WARNING : Stopping Netplay... \n"));
NetClass_ptr = NULL;
}
m_loopframe++;
return false;
}
}
if (m_data_received)
{
// We have successfully received the data, now use it...
// If we received data, we can update our pads on each frame, here's the behaviour :
// we received our init number, so we should receive our pad values on each frames
// with a frame delay of 'm_frameDelay' frames from the peer. So here, we just wait
// for the pad status. note : if the peer can't keep up, sending the values
// (i.e : framerate is too low) we have to wait for it thus slowing down emulation
// Save current pad values, it will be used in 'm_frameDelay' frames :D
int saveslot = (m_loopframe - 1 < 0 ? m_frameDelay : m_loopframe - 1);
u32 recvedValues[2];
m_pads[player].nHi[saveslot] = netValues[0];
m_pads[player].nLow[saveslot] = netValues[1];
// Read the socket for pad values
if (m_isHosting == 1)
m_sock_server->isNewPadData(recvedValues, true);
else
m_sock_client->isNewPadData(recvedValues, true);
if (player == 0)
{
// Store received peer values
m_pads[1].nHi[m_loopframe] = recvedValues[0];
m_pads[1].nLow[m_loopframe] = recvedValues[1];
// Apply synced pad values
netValues[0] = m_pads[0].nHi[m_loopframe];
netValues[1] = m_pads[0].nLow[m_loopframe];
}
else
{
// Apply received pad values
netValues[0] = recvedValues[0];
netValues[1] = recvedValues[1];
}
}
#ifdef NET_DEBUG
char usedval[64];
sprintf(usedval, "Player 1 Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(usedval));
#endif
return true;
}
else if (padnb == 1)
{
if (m_data_received)
{
netValues[0] = m_pads[1].nHi[m_loopframe];
netValues[1] = m_pads[1].nLow[m_loopframe];
// Reset the loop to avoid reading unused values
if (m_loopframe == m_frameDelay)
m_loopframe = 0;
else
m_loopframe++;
}
else
return false;
#ifdef NET_DEBUG
char usedval[64];
sprintf(usedval, "Player 2 Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(usedval));
#endif
return true;
}
}
else
{
// TODO : :D
return false;
}
return false;
}
void NetPlay::ChangeSelectedGame(std::string game)
{
wxCriticalSectionLocker lock(m_critical);
if (m_isHosting == 0)
{
m_selectedGame = game;
return;
}
if (game != m_selectedGame)
{
unsigned char value = 0x35;
int game_size = (int)game.size();
// Send command then Game String
for (int i=0; i < m_numClients ; i++)
{
m_sock_server->Write(i, (const char*)&value, 1); // 0x35 -> Change game
m_sock_server->Write(i, (const char*)&game_size, 4);
m_sock_server->Write(i, game.c_str(), game_size + 1);
}
m_selectedGame = game;
UpdateNetWindow(false);
m_Logging->AppendText(wxString::Format(wxT("*Game has been changed to : %s\n"), game.c_str()));
}
}
void NetPlay::OnQuit(wxCloseEvent& WXUNUSED(event))
{
// Disable netplay
NetClass_ptr = NULL;
// Destroy the Window
Destroy();
// Then Kill the threads
if (m_isHosting == 0)
m_sock_client->Delete();
else if (m_isHosting == 1) {
m_sock_server->Delete();
}
}
void NetPlay::OnDisconnect(wxCommandEvent& WXUNUSED(event))
{
wxCloseEvent close;
OnQuit(close);
}
bool ClientSide::isNewPadData(u32 *netValues, bool current, bool isVersus)
{
#ifdef USE_TCP
if (current)
{
while (1)
{
m_CriticalSection.Enter();
if (m_data_received && isVersus)
{
netValues[0] = m_netvalues[0][0];
netValues[1] = m_netvalues[0][1];
m_data_received = false;
m_CriticalSection.Leave();
break;
}
m_CriticalSection.Leave();
if (TestDestroy())
break;
}
return true;
}
else
wxCriticalSectionLocker lock(m_CriticalSection);
return m_data_received;
#else
size_t recv_size;
if (current)
{
m_CriticalSection.Enter();
if (isVersus)
{
if (m_netvalues[0][1] != 0)
{
netValues[0] = m_netvalues[0][1];
netValues[1] = m_netvalues[0][2];
}
else
{
while (true)
{
u32 frame_saved = m_netvalues[0][0];
bool pass = RecvT(m_socketUDP, (char*)&m_netvalues[0], 12, recv_size, 5);
if (m_netvalues[0][0] < frame_saved+1)
continue;
if (m_netvalues[0][0] > frame_saved+1 || !pass)
PanicAlert("Network ERROR !");
netValues[0] = m_netvalues[0][1];
netValues[1] = m_netvalues[0][2];
break;
}
}
}
m_netvalues[0][1] = 0;
m_CriticalSection.Leave();
return true;
}
else
return RecvT(m_socketUDP, (char*)&m_netvalues[0], 12, recv_size, 1/1000);
#endif
}
bool ServerSide::isNewPadData(u32 *netValues, bool current, int client)
{
#ifdef USE_TCP
if (current)
{
while (1)
{
m_CriticalSection.Enter();
if (m_data_received)
{
netValues[0] = m_netvalues[client][0];
netValues[1] = m_netvalues[client][1];
m_data_received = false;
m_CriticalSection.Leave();
break;
}
m_CriticalSection.Leave();
if (TestDestroy())
break;
}
return true;
}
else
wxCriticalSectionLocker lock(m_CriticalSection);
return m_data_received;
#else
size_t recv_size;
if (current)
{
m_CriticalSection.Enter();
if (m_netvalues[0][1] != 0)
{
netValues[0] = m_netvalues[client][1];
netValues[1] = m_netvalues[client][2];
}
else
{
while (true)
{
u32 frame_saved = m_netvalues[client][0];
bool pass = RecvT(m_socketUDP, (char*)&m_netvalues[client], 12, recv_size, 5);
if (m_netvalues[client][0] < frame_saved+1)
continue;
if (m_netvalues[client][0] > frame_saved+1 || !pass)
PanicAlert("Network ERROR !");
netValues[0] = m_netvalues[client][1];
netValues[1] = m_netvalues[client][2];
break;
}
}
m_netvalues[client][1] = 0;
m_CriticalSection.Leave();
return true;
}
else
return RecvT(m_socketUDP, (char*)&m_netvalues[client], 12, recv_size, 1/1000);
#endif
}