Netplay: Fix gamecube controller mapping

This fixes issues with setups like:
Player 1 uses port 1 and player 2 uses port 3, or
player 1 uses port 2 and player 2 uses port 3, so nobody uses port 1
This commit is contained in:
mimimi085181 2016-05-05 15:32:54 +02:00
parent 34e315ba07
commit ca9027879b
3 changed files with 50 additions and 37 deletions

View File

@ -8,7 +8,7 @@
#include "Common/MsgHandler.h"
#include "Common/Logging/Log.h"
#include "Core/ConfigManager.h"
#include "Core/NetPlayProto.h"
#include "Core/NetPlayClient.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/SI_DeviceGCAdapter.h"
#include "InputCommon/GCAdapter.h"
@ -27,7 +27,16 @@ GCPadStatus CSIDevice_GCAdapter::GetPadStatus()
GCPadStatus PadStatus;
memset(&PadStatus, 0, sizeof(PadStatus));
GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
if (NetPlay::IsNetPlayRunning())
{
const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
if (numPAD < 4)
GCAdapter::Input(numPAD, &PadStatus);
}
else
{
GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
}
HandleMoviePadStatus(&PadStatus);

View File

@ -8,6 +8,7 @@
#include "Common/Logging/Log.h"
#include "Core/CoreTiming.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
#include "Core/HW/SI_Device.h"
@ -144,7 +145,16 @@ GCPadStatus CSIDevice_GCController::GetPadStatus()
GCPadStatus PadStatus;
memset(&PadStatus, 0, sizeof(PadStatus));
Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
if (NetPlay::IsNetPlayRunning())
{
const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
if (numPAD < 4)
Pad::GetStatus(numPAD, &PadStatus);
}
else
{
Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
}
HandleMoviePadStatus(&PadStatus);
return PadStatus;

View File

@ -752,35 +752,34 @@ 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 +862,34 @@ 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.
// GetNetPads() gets called for all "in-game" pads with the their
// status. For the pads, which are mapped locally, the status is
// polled in GetPadStatus() earlier, and here it is send to the
// other clients. For all "in-game" pads, which are mapped to
// the others, the passed over status is ignored. Instead we
// wait for the other clients to send the status to this client.
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)
// If this in-game pad is mapped to this client, then update
// with the status polled earlier in GetPadStatus()
if (m_pad_map[pad_nb] == m_local_player->pid)
{
// 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)
while (m_pad_buffer[pad_nb].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[in_game_num].Push(*pad_status);
m_pad_buffer[pad_nb].Push(*pad_status);
// send
SendPadState(in_game_num, *pad_status);
SendPadState(pad_nb, *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 we just pushed, 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())