Merge pull request #4016 from mimimi085181/sync-wiimote-netplay

Netplay: Fix synchronization for the Wiinote netplay
This commit is contained in:
Pierre Bourdon 2016-07-17 02:19:43 +02:00 committed by GitHub
commit 92594e08d4
2 changed files with 12 additions and 70 deletions

View File

@ -768,7 +768,6 @@ bool NetPlayClient::StartGame(const std::string& path)
// Needed to prevent locking up at boot if (when) the wiimotes connect out of order. // Needed to prevent locking up at boot if (when) the wiimotes connect out of order.
NetWiimote nw; NetWiimote nw;
nw.resize(4, 0); nw.resize(4, 0);
m_wiimote_current_data_size.fill(4);
for (unsigned int w = 0; w < 4; ++w) for (unsigned int w = 0; w < 4; ++w)
{ {
@ -973,46 +972,24 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
{ {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
// in game mapping for this local Wiimote // Only send data, if this Wiimote is mapped to this player
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number); if (m_wiimote_map[_number] == m_local_player->pid)
// does this local Wiimote map in game?
if (in_game_num < 4)
{ {
if (m_wiimote_current_data_size[in_game_num] == size) nw.assign(data, data + size);
do
{ {
nw.assign(data, data + size); // add to buffer
do m_wiimote_buffer[_number].Push(nw);
{
// add to buffer
m_wiimote_buffer[in_game_num].Push(nw);
SendWiimoteState(in_game_num, nw); SendWiimoteState(_number, nw);
} while (m_wiimote_buffer[in_game_num].Size() <= } while (m_wiimote_buffer[_number].Size() <=
m_target_buffer_size * 200 / m_target_buffer_size * 200 /
120); // TODO: add a seperate setting for wiimote buffer? 120); // TODO: add a seperate setting for wiimote buffer?
}
else
{
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);
m_wiimote_current_data_size[in_game_num] = size;
}
} }
} // unlock players } // unlock players
while (m_wiimote_current_data_size[_number] == size && !m_wiimote_buffer[_number].Pop(nw)) while (!m_wiimote_buffer[_number].Pop(nw))
{ {
// wait for receiving thread to push some data // wait for receiving thread to push some data
Common::SleepCurrentThread(1); Common::SleepCurrentThread(1);
@ -1020,23 +997,11 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
return false; return false;
} }
// Use a blank input, since we may not have any valid input. // If the reporting mode has changed, we just need to pop through the buffer,
if (m_wiimote_current_data_size[_number] != size)
{
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 // until we reach a good input
if (nw.size() != size) if (nw.size() != size)
{ {
u32 tries = 0; u32 tries = 0;
// Clear the buffer and wait for new input, since we probably just changed reporting mode.
while (nw.size() != size) while (nw.size() != size)
{ {
while (!m_wiimote_buffer[_number].Pop(nw)) while (!m_wiimote_buffer[_number].Pop(nw))
@ -1058,7 +1023,6 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
} }
} }
m_wiimote_current_data_size[_number] = size;
memcpy(data, nw.data(), size); memcpy(data, nw.data(), size);
return true; return true;
} }
@ -1155,25 +1119,6 @@ u8 NetPlayClient::LocalPadToInGamePad(u8 local_pad)
return ingame_pad; 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() void NetPlayClient::SendTimeBase()
{ {
std::lock_guard<std::mutex> lk(crit_netplay_client); std::lock_guard<std::mutex> lk(crit_netplay_client);

View File

@ -89,8 +89,6 @@ public:
u8 InGamePadToLocalPad(u8 ingame_pad); u8 InGamePadToLocalPad(u8 ingame_pad);
u8 LocalPadToInGamePad(u8 localPad); u8 LocalPadToInGamePad(u8 localPad);
u8 LocalWiimoteToInGameWiimote(u8 local_pad);
static void SendTimeBase(); static void SendTimeBase();
bool DoAllPlayersHaveGame(); bool DoAllPlayersHaveGame();
@ -109,7 +107,6 @@ protected:
std::array<Common::FifoQueue<GCPadStatus>, 4> m_pad_buffer; std::array<Common::FifoQueue<GCPadStatus>, 4> m_pad_buffer;
std::array<Common::FifoQueue<NetWiimote>, 4> m_wiimote_buffer; std::array<Common::FifoQueue<NetWiimote>, 4> m_wiimote_buffer;
std::array<u32, 4> m_wiimote_current_data_size;
NetPlayUI* m_dialog = nullptr; NetPlayUI* m_dialog = nullptr;