Clean up wiimote-netplay.
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@ -255,11 +255,11 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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u8 size;
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packet >> map >> size;
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nw.size = size;
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nw.resize(size);
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u8* data = new u8[size];
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for (unsigned int i = 0; i < size; ++i)
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packet >> data[i];
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nw.data.assign(data,data+size);
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nw.assign(data,data+size);
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delete[] data;
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// trusting server for good map value (>=0 && <4)
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@ -441,10 +441,10 @@ void NetPlayClient::SendWiimoteState(const PadMapping local_nb, const NetWiimote
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << local_nb; // local pad num
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u8 size = nw.size;
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u8 size = nw.size();
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spac << size;
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for (unsigned int i = 0; i < size; ++i)
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spac << nw.data.data()[i];
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spac << nw.data()[i];
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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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@ -482,9 +482,7 @@ bool NetPlayClient::StartGame(const std::string &path)
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// Needed to prevent locking up at boot if (when) the wiimotes connect out of order.
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NetWiimote nw;
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nw.size = 4;
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nw.data.resize(4);
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memset(nw.data.data(), 0, 4);
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nw.resize(4, 0);
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for (unsigned int w = 0; w < 4; ++w)
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{
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@ -587,29 +585,26 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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// does this local wiimote map in game?
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if (in_game_num < 4)
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{
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nw.data.assign(data, data + size);
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nw.size = size;
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if (previousSize[in_game_num] == size)
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{
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nw.assign(data, data + size);
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do
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{
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// add to buffer
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m_wiimote_buffer[in_game_num].Push(nw);
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SendWiimoteState(_number, nw);
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} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size /*&& previousSize[in_game_num] == size*/);
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if (previousSize[in_game_num] != size)
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} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size * 200 / 120); // TODO: add a seperate setting for wiimote buffer
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}
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else
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{
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while (m_wiimote_buffer[in_game_num].Size() > 0)
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{
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// Reporting mode changed, so previous buffer is no good.
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m_wiimote_buffer[in_game_num].Pop();
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}
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nw.resize(size, 0);
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nw.data.resize(size);
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memset(nw.data.data(), 0, size);
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// Not sure if this is necessary, but it might be.
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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m_wiimote_buffer[in_game_num].Push(nw);
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@ -627,22 +622,20 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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return false;
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}
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// Use a blank input.
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// Use a blank input, since we may not have any valid input.
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if (previousSize[_number] != size)
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{
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nw.size = size;
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nw.data.resize(size);
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memset(nw.data.data(), 0, size);
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nw.resize(size, 0);
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m_wiimote_buffer[_number].Push(nw);
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m_wiimote_buffer[_number].Push(nw);
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}
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// 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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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, in case it was just the reporting mode changing as expected.
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while (nw.size != size)
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// Clear the buffer and wait for new input, since we probably just changed reporting mode.
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while (nw.size() != size)
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{
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while (!m_wiimote_buffer[_number].Pop(nw))
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{
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@ -651,21 +644,20 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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return false;
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}
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++tries;
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//if (tries > m_target_buffer_size)
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//break;
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if (tries > m_target_buffer_size)
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break;
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}
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// If it still mismatches, it surely desynced
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if (size != nw.size)
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if (size != nw.size())
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{
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//PanicAlert("Netplay has desynced. There is no way to handle this. Self destructing in 3...2...1...");
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//StopGame();
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//return false;
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PanicAlert("Netplay has desynced. There is no way to recover from this.");
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return false;
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}
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}
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previousSize[_number] = size;
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memcpy(data, nw.data.data(), size);
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memcpy(data, nw.data(), size);
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return true;
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}
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@ -16,11 +16,7 @@ struct NetSettings
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u8 m_Controllers[4];
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};
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struct NetWiimote
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{
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u8 size;
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std::vector<u8> data;
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};
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typedef std::vector<u8> NetWiimote;
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#define NETPLAY_VERSION "Dolphin NetPlay 2013-08-06 now with wiimote(TM)"
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@ -190,6 +190,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
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// TODO: this is crappy
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// try to automatically assign new user a pad
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// TODO: change back to assigning pads instead of wiimotes before merging wiimote-netplay
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{
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bool is_mapped[4] = {false,false,false,false};
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