Merge pull request #1298 from RachelBryk/netplay
Get rid of netpad and just send the GCPadStatus in netplay.
This commit is contained in:
commit
615ebe7b67
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@ -112,17 +112,11 @@ bool CSIDevice_DanceMat::GetData(u32& _Hi, u32& _Low)
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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Movie::CallGCInputManip(&PadStatus, ISIDevice::m_iDeviceNumber);
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u32 netValues[2];
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues))
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{
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_Hi = netValues[0]; // first 4 bytes
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_Low = netValues[1]; // last 4 bytes
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return true;
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}
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Movie::SetPolledDevice();
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if (Movie::IsPlayingInput())
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, &PadStatus))
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{
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}
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else if (Movie::IsPlayingInput())
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{
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Movie::PlayController(&PadStatus, ISIDevice::m_iDeviceNumber);
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Movie::InputUpdate();
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@ -87,7 +87,7 @@ public:
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virtual int RunBuffer(u8* _pBuffer, int _iLength) override;
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// Send and Receive pad input from network
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus status, u32 *PADStatus);
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus* status);
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static u8 NetPlay_InGamePadToLocalPad(u8 numPAD);
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// Return true on new data
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@ -112,17 +112,11 @@ bool CSIDevice_GCController::GetData(u32& _Hi, u32& _Low)
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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Movie::CallGCInputManip(&PadStatus, ISIDevice::m_iDeviceNumber);
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u32 netValues[2];
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues))
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{
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_Hi = netValues[0]; // first 4 bytes
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_Low = netValues[1]; // last 4 bytes
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return true;
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}
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Movie::SetPolledDevice();
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if (Movie::IsPlayingInput())
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, &PadStatus))
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{
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}
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else if (Movie::IsPlayingInput())
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{
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Movie::PlayController(&PadStatus, ISIDevice::m_iDeviceNumber);
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Movie::InputUpdate();
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@ -88,7 +88,7 @@ public:
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virtual int RunBuffer(u8* _pBuffer, int _iLength) override;
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// Send and Receive pad input from network
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus status, u32 *PADStatus);
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus* status);
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static u8 NetPlay_InGamePadToLocalPad(u8 numPAD);
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// Return true on new data
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@ -103,17 +103,11 @@ bool CSIDevice_GCSteeringWheel::GetData(u32& _Hi, u32& _Low)
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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Movie::CallGCInputManip(&PadStatus, ISIDevice::m_iDeviceNumber);
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u32 netValues[2];
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues))
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{
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_Hi = netValues[0]; // first 4 bytes
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_Low = netValues[1]; // last 4 bytes
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return true;
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}
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Movie::SetPolledDevice();
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if (Movie::IsPlayingInput())
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if (NetPlay_GetInput(ISIDevice::m_iDeviceNumber, &PadStatus))
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{
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}
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else if (Movie::IsPlayingInput())
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{
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Movie::PlayController(&PadStatus, ISIDevice::m_iDeviceNumber);
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Movie::InputUpdate();
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@ -88,7 +88,7 @@ public:
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virtual int RunBuffer(u8* _pBuffer, int _iLength) override;
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// Send and Receive pad input from network
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus status, u32 *PADStatus);
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static bool NetPlay_GetInput(u8 numPAD, GCPadStatus* status);
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static u8 NetPlay_InGamePadToLocalPad(u8 numPAD);
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// Return true on new data
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@ -21,24 +21,6 @@ static std::mutex crit_netplay_client;
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static NetPlayClient * netplay_client = nullptr;
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NetSettings g_NetPlaySettings;
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NetPad::NetPad()
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{
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nHi = 0x00808080;
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nLo = 0x80800000;
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}
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NetPad::NetPad(const GCPadStatus* const pad_status)
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{
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nHi = (u32)((u8)pad_status->stickY);
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nHi |= (u32)((u8)pad_status->stickX << 8);
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nHi |= (u32)((u16)pad_status->button << 16);
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nHi |= 0x00800000;
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nLo = (u8)pad_status->triggerRight;
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nLo |= (u32)((u8)pad_status->triggerLeft << 8);
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nLo |= (u32)((u8)pad_status->substickY << 16);
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nLo |= (u32)((u8)pad_status->substickX << 24);
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}
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// called from ---GUI--- thread
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NetPlayClient::~NetPlayClient()
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{
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@ -207,12 +189,12 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_PAD_DATA :
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{
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PadMapping map = 0;
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NetPad np;
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packet >> map >> np.nHi >> np.nLo;
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GCPadStatus pad;
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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)
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// add to pad buffer
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m_pad_buffer[map].Push(np);
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m_pad_buffer[map].Push(pad);
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}
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break;
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@ -425,13 +407,13 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendPadState(const PadMapping in_game_pad, const NetPad& np)
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void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
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{
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// send to server
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << in_game_pad;
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spac << np.nHi << np.nLo;
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spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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m_socket.Send(spac);
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@ -556,7 +538,7 @@ void NetPlayClient::ClearBuffers()
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}
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// called from ---CPU--- thread
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bool NetPlayClient::GetNetPads(const u8 pad_nb, const GCPadStatus* const pad_status, NetPad* const netvalues)
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bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
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{
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// The interface for this is extremely silly.
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//
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@ -589,17 +571,15 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const GCPadStatus* const pad_sta
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// information given.
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if (in_game_num < 4)
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{
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NetPad np(pad_status);
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// adjust the buffer either up or down
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// inserting multiple padstates or dropping states
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while (m_pad_buffer[in_game_num].Size() <= m_target_buffer_size)
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{
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// add to buffer
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m_pad_buffer[in_game_num].Push(np);
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m_pad_buffer[in_game_num].Push(*pad_status);
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// send
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SendPadState(in_game_num, np);
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SendPadState(in_game_num, *pad_status);
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}
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}
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@ -607,7 +587,7 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const GCPadStatus* const pad_sta
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// retrieved from NetPlay. This could be the value we pushed
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// above if we're configured as P1 and the code is trying
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// to retrieve data for slot 1.
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while (!m_pad_buffer[pad_nb].Pop(*netvalues))
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while (!m_pad_buffer[pad_nb].Pop(*pad_status))
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{
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if (!m_is_running)
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return false;
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@ -616,23 +596,14 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const GCPadStatus* const pad_sta
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Common::SleepCurrentThread(1);
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}
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GCPadStatus tmp;
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tmp.stickY = ((u8*)&netvalues->nHi)[0];
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tmp.stickX = ((u8*)&netvalues->nHi)[1];
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tmp.button = ((u16*)&netvalues->nHi)[1];
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tmp.substickX = ((u8*)&netvalues->nLo)[3];
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tmp.substickY = ((u8*)&netvalues->nLo)[2];
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tmp.triggerLeft = ((u8*)&netvalues->nLo)[1];
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tmp.triggerRight = ((u8*)&netvalues->nLo)[0];
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if (Movie::IsRecordingInput())
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{
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Movie::RecordInput(&tmp, pad_nb);
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Movie::RecordInput(pad_status, pad_nb);
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Movie::InputUpdate();
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}
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else
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{
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Movie::CheckPadStatus(&tmp, pad_nb);
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Movie::CheckPadStatus(pad_status, pad_nb);
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}
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return true;
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@ -844,12 +815,12 @@ u8 NetPlayClient::LocalWiimoteToInGameWiimote(u8 local_pad)
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// called from ---CPU--- thread
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// Actual Core function which is called on every frame
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bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, GCPadStatus PadStatus, u32 *PADStatus)
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bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
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{
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std::lock_guard<std::mutex> lk(crit_netplay_client);
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if (netplay_client)
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return netplay_client->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus);
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return netplay_client->GetNetPads(numPAD, PadStatus);
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else
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return false;
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}
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@ -864,14 +835,14 @@ bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size)
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return false;
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}
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bool CSIDevice_GCSteeringWheel::NetPlay_GetInput(u8 numPAD, GCPadStatus PadStatus, u32 *PADStatus)
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bool CSIDevice_GCSteeringWheel::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
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{
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return CSIDevice_GCController::NetPlay_GetInput(numPAD, PadStatus, PADStatus);
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return false;
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}
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bool CSIDevice_DanceMat::NetPlay_GetInput(u8 numPAD, GCPadStatus PadStatus, u32 *PADStatus)
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bool CSIDevice_DanceMat::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
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{
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return CSIDevice_GCController::NetPlay_GetInput(numPAD, PadStatus, PADStatus);
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return false;
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}
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// called from ---CPU--- thread
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@ -19,16 +19,6 @@
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#include "InputCommon/GCPadStatus.h"
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class NetPad
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{
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public:
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NetPad();
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NetPad(const GCPadStatus* const);
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u32 nHi;
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u32 nLo;
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};
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class NetPlayUI
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{
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public:
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@ -76,7 +66,7 @@ public:
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// Send and receive pads values
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bool WiimoteUpdate(int _number, u8* data, const u8 size);
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bool GetNetPads(const u8 pad_nb, const GCPadStatus* const, NetPad* const netvalues);
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bool GetNetPads(const u8 pad_nb, GCPadStatus* pad_status);
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u8 LocalPadToInGamePad(u8 localPad);
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u8 InGamePadToLocalPad(u8 localPad);
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@ -93,8 +83,8 @@ protected:
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std::recursive_mutex players, send;
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} m_crit;
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Common::FifoQueue<NetPad> m_pad_buffer[4];
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Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
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Common::FifoQueue<GCPadStatus> m_pad_buffer[4];
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Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
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NetPlayUI* m_dialog;
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sf::SocketTCP m_socket;
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@ -118,7 +108,7 @@ protected:
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private:
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void UpdateDevices();
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void SendPadState(const PadMapping in_game_pad, const NetPad& np);
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void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
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void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
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unsigned int OnData(sf::Packet& packet);
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@ -7,6 +7,7 @@
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#include "Common/StringUtil.h"
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#include "Core/NetPlayServer.h"
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#include "InputCommon/GCPadStatus.h"
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NetPlayServer::~NetPlayServer()
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{
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@ -394,8 +395,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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break;
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PadMapping map = 0;
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int hi, lo;
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packet >> map >> hi >> lo;
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GCPadStatus pad;
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packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
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// If the data is not from the correct player,
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// then disconnect them.
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@ -405,7 +406,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
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// Relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << map << hi << lo;
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spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
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std::lock_guard<std::recursive_mutex> lks(m_crit.send);
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SendToClients(spac, player.pid);
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