Merge pull request #3819 from mimimi085181/netplay-fix-gamecube-port-mapping1

Netplay: Fix gamecube controller mapping
This commit is contained in:
Mat M 2016-05-25 17:47:32 -04:00
commit 340743d82a
4 changed files with 77 additions and 42 deletions

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@ -27,7 +27,12 @@ GCPadStatus CSIDevice_GCAdapter::GetPadStatus()
GCPadStatus PadStatus;
memset(&PadStatus, 0, sizeof(PadStatus));
GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
// For netplay, the local controllers are polled in GetNetPads(), and
// the remote controllers receive their status there as well
if (!NetPlay::IsNetPlayRunning())
{
GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
}
HandleMoviePadStatus(&PadStatus);

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@ -8,6 +8,7 @@
#include "Common/Logging/Log.h"
#include "Core/CoreTiming.h"
#include "Core/Movie.h"
#include "Core/NetPlayProto.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
#include "Core/HW/SI_Device.h"
@ -144,7 +145,12 @@ GCPadStatus CSIDevice_GCController::GetPadStatus()
GCPadStatus PadStatus;
memset(&PadStatus, 0, sizeof(PadStatus));
Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
// For netplay, the local controllers are polled in GetNetPads(), and
// the remote controllers receive their status there as well
if (!NetPlay::IsNetPlayRunning())
{
Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
}
HandleMoviePadStatus(&PadStatus);
return PadStatus;

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@ -19,6 +19,7 @@
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IPC_HLE/WII_IPC_HLE_Device_usb.h"
#include "InputCommon/GCAdapter.h"
static std::mutex crit_netplay_client;
static NetPlayClient * netplay_client = nullptr;
@ -752,35 +753,34 @@ bool NetPlayClient::ChangeGame(const std::string&)
void NetPlayClient::UpdateDevices()
{
u8 local_pad = 0;
// Add local pads first:
// As stated in the comment in NetPlayClient::GetNetPads, the pads pertaining
// to the local user are always locally mapped to the first gamecube ports,
// so they should be added first.
u8 pad = 0;
for (auto player_id : m_pad_map)
{
// Use local controller types for local controllers if they are compatible
// Only GCController-like controllers are supported, GBA and similar
// exotic devices are not supported on netplay.
if (player_id == m_local_player->pid)
{
if (SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[local_pad]))
{
SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], local_pad);
SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], pad);
}
else
{
SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, local_pad);
SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
}
local_pad++;
}
}
for (auto player_id : m_pad_map)
{
if (player_id != m_local_player->pid)
else if (player_id > 0)
{
// Only GCController-like controllers are supported, GBA and similar
// exotic devices are not supported on netplay.
SerialInterface::AddDevice(player_id > 0 ? SIDEVICE_GC_CONTROLLER : SIDEVICE_NONE, local_pad);
local_pad++;
SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
}
else
{
SerialInterface::AddDevice(SIDEVICE_NONE, pad);
}
pad++;
}
}
@ -863,39 +863,46 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
// 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
// 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.
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)
// When the 1st in-game pad is polled, we assume the others will
// will be polled as well. To reduce latency, we poll all local
// controllers at once and then send the status to the other
// clients.
if (IsFirstInGamePad(pad_nb))
{
// 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)
const u8 num_local_pads = NumLocalPads();
for (u8 local_pad = 0; local_pad < num_local_pads; local_pad++)
{
// add to buffer
m_pad_buffer[in_game_num].Push(*pad_status);
switch (SConfig::GetInstance().m_SIDevice[local_pad])
{
case SIDEVICE_WIIU_ADAPTER:
GCAdapter::Input(local_pad, pad_status);
break;
case SIDEVICE_GC_CONTROLLER:
default:
Pad::GetStatus(local_pad, pad_status);
break;
}
// send
SendPadState(in_game_num, *pad_status);
u8 ingame_pad = LocalPadToInGamePad(local_pad);
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_pad_buffer[ingame_pad].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[ingame_pad].Push(*pad_status);
// send
SendPadState(ingame_pad, *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.
// Now, we either use the data pushed earlier, or wait for the
// other clients to send it to us
while (!m_pad_buffer[pad_nb].Pop(*pad_status))
{
if (!m_is_running.load())
@ -1067,6 +1074,20 @@ bool NetPlayClient::LocalPlayerHasControllerMapped() const
std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
}
bool NetPlayClient::IsFirstInGamePad(u8 ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad, [](auto mapping) {
return mapping > 0;
});
}
u8 NetPlayClient::NumLocalPads() const
{
return static_cast<u8>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return mapping == m_local_player->pid;
}));
}
u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
{
// not our pad

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@ -75,8 +75,11 @@ public:
void OnConnectReady(ENetAddress addr) override;
void OnConnectFailed(u8 reason) override;
bool IsFirstInGamePad(u8 ingame_pad) const;
u8 NumLocalPads() const;
u8 InGamePadToLocalPad(u8 ingame_pad);
u8 LocalPadToInGamePad(u8 localPad);
u8 InGamePadToLocalPad(u8 localPad);
u8 LocalWiimoteToInGameWiimote(u8 local_pad);