dolphin/Source/Core/Core/NetPlayClient.cpp

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/ENetUtil.h"
#include "Common/MsgHandler.h"
#include "Common/Timer.h"
#include "Core/ConfigManager.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/HW/EXI_DeviceIPL.h"
#include "Core/HW/SI.h"
#include "Core/HW/SI_DeviceGCController.h"
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#include "Core/HW/Sram.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IPC_HLE/WII_IPC_HLE_Device_usb.h"
static const char* NETPLAY_VERSION = scm_rev_git_str;
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static std::mutex crit_netplay_client;
static NetPlayClient * netplay_client = nullptr;
NetSettings g_NetPlaySettings;
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
// not perfect
if (m_is_running.load())
StopGame();
if (m_is_connected)
{
m_do_loop.store(false);
m_thread.join();
}
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if (m_server)
{
Disconnect();
}
if (g_MainNetHost.get() == m_client)
{
g_MainNetHost.release();
}
if (m_client)
{
enet_host_destroy(m_client);
m_client = nullptr;
}
if (m_traversal_client)
{
ReleaseTraversalClient();
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, const std::string& centralServer, u16 centralPort)
: m_dialog(dialog)
, m_player_name(name)
{
ClearBuffers();
if (!traversal)
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{
//Direct Connection
m_client = enet_host_create(nullptr, 1, 3, 0, 0);
if (m_client == nullptr)
{
PanicAlertT("Couldn't Create Client");
}
ENetAddress addr;
enet_address_set_host(&addr, address.c_str());
addr.port = port;
m_server = enet_host_connect(m_client, &addr, 3, 0);
if (m_server == nullptr)
{
PanicAlertT("Couldn't create peer.");
}
ENetEvent netEvent;
int net = enet_host_service(m_client, &netEvent, 5000);
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
{
if (Connect())
{
m_client->intercept = ENetUtil::InterceptCallback;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
PanicAlertT("Failed to Connect!");
}
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}
else
{
if (address.size() > NETPLAY_CODE_SIZE)
{
PanicAlertT("Host code size is to large.\nPlease recheck that you have the correct code");
return;
}
if (!EnsureTraversalClient(centralServer, centralPort))
return;
m_client = g_MainNetHost.get();
m_traversal_client = g_TraversalClient.get();
// If we were disconnected in the background, reconnect.
if (m_traversal_client->m_State == TraversalClient::Failure)
m_traversal_client->ReconnectToServer();
m_traversal_client->m_Client = this;
m_host_spec = address;
m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
OnTraversalStateChanged();
m_connecting = true;
Common::Timer connect_timer;
connect_timer.Start();
while (m_connecting)
{
ENetEvent netEvent;
if (m_traversal_client)
m_traversal_client->HandleResends();
while (enet_host_service(m_client, &netEvent, 4) > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
m_server = netEvent.peer;
if (Connect())
{
m_connection_state = ConnectionState::Connected;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
return;
default:
break;
}
}
if (connect_timer.GetTimeElapsed() > 5000)
break;
}
PanicAlertT("Failed To Connect!");
}
}
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bool NetPlayClient::Connect()
{
// send connect message
sf::Packet spac;
spac << NETPLAY_VERSION;
spac << netplay_dolphin_ver;
spac << m_player_name;
Send(spac);
enet_host_flush(m_client);
sf::Packet rpac;
// TODO: make this not hang
ENetEvent netEvent;
if (enet_host_service(m_client, &netEvent, 5000) > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
{
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
enet_packet_destroy(netEvent.packet);
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}
else
{
return false;
}
MessageId error;
rpac >> error;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL:
PanicAlertT("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH:
PanicAlertT("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING:
PanicAlertT("The server responded: the game is currently running!");
break;
default:
PanicAlertT("The server sent an unknown error message!");
break;
}
Disconnect();
return false;
}
else
{
rpac >> m_pid;
Player player;
player.name = m_player_name;
player.pid = m_pid;
player.revision = netplay_dolphin_ver;
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
m_dialog->Update();
m_is_connected = true;
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return true;
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
MessageId mid;
packet >> mid;
switch (mid)
{
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case NP_MSG_PLAYER_JOIN:
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
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{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players[player.pid] = player;
}
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m_dialog->Update();
}
break;
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case NP_MSG_PLAYER_LEAVE:
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.erase(m_players.find(pid));
}
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m_dialog->Update();
}
break;
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case NP_MSG_CHAT_MESSAGE:
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
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// don't need lock to read in this thread
const Player& player = m_players[pid];
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// add to gui
std::ostringstream ss;
ss << player.name << '[' << (char)(pid + '0') << "]: " << msg;
m_dialog->AppendChat(ss.str());
}
break;
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case NP_MSG_PAD_MAPPING:
{
for (PadMapping& mapping : m_pad_map)
{
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packet >> mapping;
}
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UpdateDevices();
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m_dialog->Update();
}
break;
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case NP_MSG_WIIMOTE_MAPPING:
{
for (PadMapping& mapping : m_wiimote_map)
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{
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packet >> mapping;
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}
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m_dialog->Update();
}
break;
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case NP_MSG_PAD_DATA:
{
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
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// trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer[map].Push(pad);
}
break;
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case NP_MSG_WIIMOTE_DATA:
{
PadMapping map = 0;
NetWiimote nw;
u8 size;
packet >> map >> size;
nw.resize(size);
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for (unsigned int i = 0; i < size; ++i)
packet >> nw[i];
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// trusting server for good map value (>=0 && <4)
// add to Wiimote buffer
m_wiimote_buffer[(unsigned)map].Push(nw);
}
break;
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case NP_MSG_PAD_BUFFER:
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
}
break;
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case NP_MSG_CHANGE_GAME:
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_selected_game;
}
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// update gui
m_dialog->OnMsgChangeGame(m_selected_game);
}
break;
case NP_MSG_START_GAME:
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_current_game;
packet >> g_NetPlaySettings.m_CPUthread;
packet >> g_NetPlaySettings.m_CPUcore;
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packet >> g_NetPlaySettings.m_SelectedLanguage;
packet >> g_NetPlaySettings.m_OverrideGCLanguage;
packet >> g_NetPlaySettings.m_ProgressiveScan;
packet >> g_NetPlaySettings.m_PAL60;
packet >> g_NetPlaySettings.m_DSPEnableJIT;
packet >> g_NetPlaySettings.m_DSPHLE;
packet >> g_NetPlaySettings.m_WriteToMemcard;
packet >> g_NetPlaySettings.m_OCEnable;
packet >> g_NetPlaySettings.m_OCFactor;
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int tmp;
packet >> tmp;
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g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices)tmp;
packet >> tmp;
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g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices)tmp;
u32 time_low, time_high;
packet >> time_low;
packet >> time_high;
g_netplay_initial_gctime = time_low | ((u64)time_high << 32);
}
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m_dialog->OnMsgStartGame();
}
break;
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case NP_MSG_STOP_GAME:
{
m_dialog->OnMsgStopGame();
}
break;
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case NP_MSG_DISABLE_GAME:
{
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
m_is_running.store(false);
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NetPlay_Disable();
}
break;
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case NP_MSG_PING:
{
u32 ping_key = 0;
packet >> ping_key;
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sf::Packet spac;
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
Send(spac);
}
break;
case NP_MSG_PLAYER_PING_DATA:
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{
PlayerId pid;
packet >> pid;
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{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
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m_dialog->Update();
}
break;
case NP_MSG_DESYNC_DETECTED:
{
int pid_to_blame;
u32 frame;
packet >> pid_to_blame;
packet >> frame;
const char* blame_str = "";
const char* blame_name = "";
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
if (pid_to_blame != -1)
{
auto it = m_players.find(pid_to_blame);
blame_str = " from player ";
blame_name = it != m_players.end() ? it->second.name.c_str() : "??";
}
m_dialog->AppendChat(StringFromFormat("/!\\ Possible desync detected%s%s on frame %u", blame_str, blame_name, frame));
}
break;
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case NP_MSG_SYNC_GC_SRAM:
{
u8 sram[sizeof(g_SRAM.p_SRAM)];
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for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
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{
packet >> sram[i];
}
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM));
g_SRAM_netplay_initialized = true;
}
}
break;
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default:
PanicAlertT("Unknown message received with id : %d", mid);
break;
}
return 0;
}
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void NetPlayClient::Send(sf::Packet& packet)
{
ENetPacket* epac = enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(m_server, 0, epac);
}
void NetPlayClient::Disconnect()
{
ENetEvent netEvent;
m_connecting = false;
m_connection_state = ConnectionState::Failure;
if (m_server)
enet_peer_disconnect(m_server, 0);
else
return;
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while (enet_host_service(m_client, &netEvent, 3000) > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_RECEIVE:
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_server = nullptr;
return;
default:
break;
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}
}
//didn't disconnect gracefully force disconnect
enet_peer_reset(m_server);
m_server = nullptr;
}
void NetPlayClient::SendAsync(sf::Packet* packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
}
ENetUtil::WakeupThread(m_client);
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
while (m_do_loop.load())
{
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ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_client, &netEvent, 250);
while (!m_async_queue.Empty())
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{
Send(*(m_async_queue.Front().get()));
m_async_queue.Pop();
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}
if (net > 0)
{
sf::Packet rpac;
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switch (netEvent.type)
{
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case ENET_EVENT_TYPE_RECEIVE:
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
OnData(rpac);
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enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_is_running.store(false);
NetPlay_Disable();
m_dialog->AppendChat("< LOST CONNECTION TO SERVER >");
PanicAlertT("Lost connection to server!");
m_do_loop.store(false);
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netEvent.peer->data = nullptr;
break;
default:
break;
}
}
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}
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Disconnect();
return;
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::ostringstream ss;
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
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for (; i != e; ++i)
{
const Player *player = &(i->second);
ss << player->name << "[" << (int)player->pid << "] : " << player->revision << " | ";
for (unsigned int j = 0; j < 4; j++)
{
if (m_pad_map[j] == player->pid)
ss << j + 1;
else
ss << '-';
}
for (unsigned int j = 0; j < 4; j++)
{
if (m_wiimote_map[j] == player->pid)
ss << j + 1;
else
ss << '-';
}
ss << " |\nPing: " << player->ping << "ms\n\n";
pid_list.push_back(player->pid);
}
list = ss.str();
}
// called from ---GUI--- thread
std::vector<const Player*> NetPlayClient::GetPlayers()
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::vector<const Player*> players;
for (const auto& pair : m_players)
players.push_back(&pair.second);
return players;
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
*spac << msg;
SendAsync(spac);
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
{
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_PAD_DATA;
*spac << in_game_pad;
*spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
SendAsync(spac);
}
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// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
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{
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_WIIMOTE_DATA;
*spac << in_game_pad;
*spac << (u8)nw.size();
for (auto it : nw)
{
*spac << it;
}
SendAsync(spac);
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}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string &path)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
// tell server i started the game
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_START_GAME;
*spac << m_current_game;
SendAsync(spac);
if (m_is_running.load())
{
PanicAlertT("Game is already running!");
return false;
}
m_dialog->AppendChat(" -- STARTING GAME -- ");
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m_timebase_frame = 0;
m_is_running.store(true);
NetPlay_Enable(this);
ClearBuffers();
if (m_dialog->IsRecording())
{
if (Movie::IsReadOnly())
Movie::SetReadOnly(false);
u8 controllers_mask = 0;
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] > 0)
controllers_mask |= (1 << i);
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if (m_wiimote_map[i] > 0)
controllers_mask |= (1 << (i + 4));
}
Movie::BeginRecordingInput(controllers_mask);
}
// boot game
m_dialog->BootGame(path);
UpdateDevices();
if (SConfig::GetInstance().bWii)
{
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for (unsigned int i = 0; i < 4; ++i)
WiimoteReal::ChangeWiimoteSource(i, m_wiimote_map[i] > 0 ? WIIMOTE_SRC_EMU : WIIMOTE_SRC_NONE);
// Needed to prevent locking up at boot if (when) the wiimotes connect out of order.
NetWiimote nw;
nw.resize(4, 0);
for (unsigned int w = 0; w < 4; ++w)
{
if (m_wiimote_map[w] != -1)
// probably overkill, but whatever
for (unsigned int i = 0; i < 7; ++i)
m_wiimote_buffer[w].Push(nw);
}
}
return true;
}
// called from ---GUI--- thread
bool NetPlayClient::ChangeGame(const std::string&)
{
return true;
}
// called from ---NETPLAY--- thread
void NetPlayClient::UpdateDevices()
{
for (PadMapping i = 0; i < 4; i++)
{
// Use local controller types for local controllers
if (m_pad_map[i] == m_local_player->pid)
SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[i], i);
else
SerialInterface::AddDevice(m_pad_map[i] > 0 ? SIDEVICE_GC_CONTROLLER : SIDEVICE_NONE, i);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::ClearBuffers()
{
// clear pad buffers, Clear method isn't thread safe
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for (unsigned int i = 0; i<4; ++i)
{
while (m_pad_buffer[i].Size())
m_pad_buffer[i].Pop();
while (m_wiimote_buffer[i].Size())
m_wiimote_buffer[i].Pop();
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnTraversalStateChanged()
{
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
m_traversal_client->m_State == TraversalClient::Connected)
{
m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
m_traversal_client->ConnectToClient(m_host_spec);
}
else if (m_connection_state != ConnectionState::Failure &&
m_traversal_client->m_State == TraversalClient::Failure)
{
Disconnect();
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectReady(ENetAddress addr)
{
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnectReady)
{
m_connection_state = ConnectionState::Connecting;
enet_host_connect(m_client, &addr, 0, 0);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectFailed(u8 reason)
{
m_connecting = false;
m_connection_state = ConnectionState::Failure;
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switch (reason)
{
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case TraversalConnectFailedClientDidntRespond:
PanicAlertT("Traversal server timed out connecting to the host");
break;
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case TraversalConnectFailedClientFailure:
PanicAlertT("Server rejected traversal attempt");
break;
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case TraversalConnectFailedNoSuchClient:
PanicAlertT("Invalid host");
break;
default:
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PanicAlertT("Unknown error %x", reason);
break;
}
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
// Imagine a physical device that links three GameCubes together
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three GameCubes, then every single
// controller should be plugged into slot 1.
//
// If you have a 4P game, then one of the GameCubes will have
// a controller plugged into slot 1, and another in slot 2.
//
// The slot number is the "local" pad number, and what player
// it actually means is the "in-game" pad number.
//
// The interface here gives us the status of local pads, and
// expects to get back "in-game" pad numbers back in response.
// e.g. it asks "here's the input that slot 1 has, and by the
// way, what's the state of P1?"
//
// We should add this split between "in-game" pads and "local"
// pads higher up.
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int in_game_num = LocalPadToInGamePad(pad_nb);
// If this in-game pad is one of ours, then update from the
// information given.
if (in_game_num < 4)
{
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_pad_buffer[in_game_num].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[in_game_num].Push(*pad_status);
// send
SendPadState(in_game_num, *pad_status);
}
}
// Now, we need to swap out the local value with the values
// retrieved from NetPlay. This could be the value we pushed
// above if we're configured as P1 and the code is trying
// to retrieve data for slot 1.
while (!m_pad_buffer[pad_nb].Pop(*pad_status))
{
if (!m_is_running.load())
return false;
// TODO: use a condition instead of sleeping
Common::SleepCurrentThread(1);
}
if (Movie::IsRecordingInput())
{
Movie::RecordInput(pad_status, pad_nb);
Movie::InputUpdate();
}
else
{
Movie::CheckPadStatus(pad_status, pad_nb);
}
return true;
}
// called from ---CPU--- thread
bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
{
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NetWiimote nw;
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static u8 previousSize[4] = { 4, 4, 4, 4 };
{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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// in game mapping for this local Wiimote
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
// does this local Wiimote map in game?
if (in_game_num < 4)
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{
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if (previousSize[in_game_num] == size)
{
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nw.assign(data, data + size);
do
{
// add to buffer
m_wiimote_buffer[in_game_num].Push(nw);
SendWiimoteState(in_game_num, nw);
} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size * 200 / 120); // TODO: add a seperate setting for wiimote buffer?
}
else
{
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while (m_wiimote_buffer[in_game_num].Size() > 0)
{
// Reporting mode changed, so previous buffer is no good.
m_wiimote_buffer[in_game_num].Pop();
}
nw.resize(size, 0);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
previousSize[in_game_num] = size;
}
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}
} // unlock players
while (previousSize[_number] == size && !m_wiimote_buffer[_number].Pop(nw))
{
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// wait for receiving thread to push some data
Common::SleepCurrentThread(1);
if (!m_is_running.load())
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return false;
}
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// Use a blank input, since we may not have any valid input.
if (previousSize[_number] != size)
{
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nw.resize(size, 0);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
}
// We should have used a blank input last time, so now we just need to pop through the old buffer, until we reach a good input
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if (nw.size() != size)
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{
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u8 tries = 0;
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// Clear the buffer and wait for new input, since we probably just changed reporting mode.
while (nw.size() != size)
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{
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while (!m_wiimote_buffer[_number].Pop(nw))
{
Common::SleepCurrentThread(1);
if (!m_is_running.load())
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return false;
}
++tries;
if (tries > m_target_buffer_size * 200 / 120)
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break;
}
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// If it still mismatches, it surely desynced
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if (size != nw.size())
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{
PanicAlertT("Netplay has desynced. There is no way to recover from this.");
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return false;
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}
}
previousSize[_number] = size;
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memcpy(data, nw.data(), size);
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return true;
}
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlayClient::StopGame()
{
if (!m_is_running.load())
{
PanicAlertT("Game isn't running!");
return false;
}
m_dialog->AppendChat(" -- STOPPING GAME -- ");
m_is_running.store(false);
NetPlay_Disable();
// stop game
m_dialog->StopGame();
return true;
}
// called from ---GUI--- thread
void NetPlayClient::Stop()
{
if (!m_is_running.load())
return;
bool isPadMapped = false;
for (PadMapping mapping : m_pad_map)
{
if (mapping == m_local_player->pid)
{
isPadMapped = true;
}
}
for (PadMapping mapping : m_wiimote_map)
{
if (mapping == m_local_player->pid)
{
isPadMapped = true;
}
}
// tell the server to stop if we have a pad mapped in game.
if (isPadMapped)
{
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_STOP_GAME;
SendAsync(spac);
}
}
u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
{
// not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid)
return 4;
int local_pad = 0;
int pad = 0;
for (; pad < ingame_pad; pad++)
{
if (m_pad_map[pad] == m_local_player->pid)
local_pad++;
}
return local_pad;
}
u8 NetPlayClient::LocalPadToInGamePad(u8 local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (m_pad_map[ingame_pad] == m_local_player->pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
u8 NetPlayClient::LocalWiimoteToInGameWiimote(u8 local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (m_wiimote_map[ingame_pad] == m_local_player->pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
void NetPlayClient::SendTimeBase()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
u64 timebase = SystemTimers::GetFakeTimeBase();
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_TIMEBASE;
*spac << (u32)timebase;
*spac << (u32)(timebase << 32);
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*spac << netplay_client->m_timebase_frame++;
netplay_client->SendAsync(spac);
}
// stuff hacked into dolphin
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->GetNetPads(numPAD, PadStatus);
else
return false;
}
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bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->WiimoteUpdate(wiimote, data, size);
else
return false;
}
// called from ---CPU--- thread
// so all players' games get the same time
u64 CEXIIPL::NetPlay_GetGCTime()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return g_netplay_initial_gctime;
else
return 0;
}
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
u8 CSIDevice_GCController::NetPlay_InGamePadToLocalPad(u8 numPAD)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->InGamePadToLocalPad(numPAD);
else
return numPAD;
}
bool NetPlay::IsNetPlayRunning()
{
return netplay_client != nullptr;
}
void NetPlay_Enable(NetPlayClient* const np)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = np;
}
void NetPlay_Disable()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = nullptr;
}