Simplify and improve.
Note - I removed a SleepCurrentThread(1) the patch added which seemed to be unrelated to the actual job at hand. If there was a real need for it (which sounds like it would be an enet-related bug - enet_host_service is supposed to *sleep*), that needs to be dealt with...
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04ca54623c
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@ -118,8 +118,6 @@ struct SConfig : NonCopyable
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bool m_GameCubeAdapter;
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bool m_AdapterRumble;
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bool m_NetplayDesyncCheck;
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SysConf* m_SYSCONF;
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// Save settings
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@ -165,7 +165,7 @@ void FrameUpdate()
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s_bPolled = false;
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if (NetPlay::IsNetPlayRunning() && SConfig::GetInstance().m_NetplayDesyncCheck)
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if (NetPlay::IsNetPlayRunning())
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NetPlayClient::SendTimeBase();
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}
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@ -374,7 +374,6 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_START_GAME:
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{
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{
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SConfig::GetInstance().m_NetplayDesyncCheck = true;
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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packet >> m_current_game;
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packet >> g_NetPlaySettings.m_CPUthread;
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@ -445,19 +444,21 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_DESYNC_DETECTED:
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{
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if (!SConfig::GetInstance().m_NetplayDesyncCheck)
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break;
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int id;
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int pid_to_blame;
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u32 frame;
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packet >> id;
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packet >> pid_to_blame;
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packet >> frame;
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std::string sID = "";
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if (id != -1)
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sID = StringFromFormat(" from player ID %d", id);
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const char* blame_str = "";
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const char* blame_name = "";
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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if (pid_to_blame != -1)
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{
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auto it = m_players.find(pid_to_blame);
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blame_str = " from player ";
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blame_name = it != m_players.end() ? it->second.name.c_str() : "??";
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}
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m_dialog->AppendChat("Possible desync detected" + sID + StringFromFormat(" on frame: %u", frame));
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SConfig::GetInstance().m_NetplayDesyncCheck = false;
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m_dialog->AppendChat(StringFromFormat("/!\\ Possible desync detected%s%s on frame %u", blame_str, blame_name, frame));
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}
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break;
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@ -23,8 +23,6 @@
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u64 g_netplay_initial_gctime = 1272737767;
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static std::map<u32, std::vector<std::pair<u64, u8>>> s_timebase;
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NetPlayServer::~NetPlayServer()
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{
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if (is_connected)
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@ -112,7 +110,7 @@ void NetPlayServer::ThreadFunc()
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while (m_do_loop)
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{
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// update pings every so many seconds
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if (m_update_pings || (m_ping_timer.GetTimeElapsed() > 1000))
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if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
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{
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m_ping_key = Common::Timer::GetTimeMs();
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@ -209,7 +207,6 @@ void NetPlayServer::ThreadFunc()
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break;
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}
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}
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Common::SleepCurrentThread(1);
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}
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// close listening socket and client sockets
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@ -589,41 +586,44 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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packet >> x;
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packet >> y;
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packet >> frame;
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s_timebase[frame].emplace_back(x | ((u64)y >> 32), player.pid);
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if (!std::all_of(s_timebase[frame].begin(), s_timebase[frame].end(), [&frame](std::pair<u64, u8> i){ return i.first == s_timebase[frame][0].first; }))
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if (m_desync_detected)
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break;
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u64 timebase = x | ((u64)y << 32);
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std::vector<std::pair<PlayerId, u64>>& timebases = m_timebase_by_frame[frame];
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timebases.emplace_back(player.pid, timebase);
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if (timebases.size() >= m_players.size())
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{
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sf::Packet spac;
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spac << (MessageId) NP_MSG_DESYNC_DETECTED;
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// we have all records for this frame
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int pid = -1;
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if (s_timebase[frame].size() > 2)
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if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> pair){ return pair.second == timebases[0].second; }))
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{
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for (auto time : s_timebase[frame])
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int pid_to_blame = -1;
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if (timebases.size() > 2)
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{
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int count = 0;
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for (auto _time : s_timebase[frame])
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for (auto pair : timebases)
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{
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if (_time.first == time.first)
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count++;
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}
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if ((size_t)count != s_timebase[frame].size() - 1)
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{
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if (pid == -1)
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if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> other) {
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return other.first == pair.first || other.second != pair.second;
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}))
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{
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pid = time.second;
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}
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else
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{
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pid = -1;
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// we are the only outlier
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pid_to_blame = pair.first;
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break;
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}
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}
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}
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sf::Packet spac;
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spac << (MessageId) NP_MSG_DESYNC_DETECTED;
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spac << pid_to_blame;
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spac << frame;
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SendToClients(spac);
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m_desync_detected = true;
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}
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spac << pid;
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spac << frame;
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SendToClients(spac);
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m_timebase_by_frame.erase(frame);
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}
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}
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break;
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@ -681,7 +681,8 @@ void NetPlayServer::SetNetSettings(const NetSettings &settings)
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// called from ---GUI--- thread
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bool NetPlayServer::StartGame()
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{
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s_timebase.clear();
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m_timebase_by_frame.clear();
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m_desync_detected = false;
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_current_game = Common::Timer::GetTimeMs();
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@ -9,6 +9,7 @@
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#include <queue>
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#include <sstream>
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#include <thread>
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#include <unordered_map>
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#include <unordered_set>
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#include <SFML/Network/Packet.hpp>
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#include "Common/Timer.h"
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@ -99,6 +100,9 @@ private:
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std::map<PlayerId, Client> m_players;
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std::unordered_map<u32, std::vector<std::pair<PlayerId, u64>>> m_timebase_by_frame;
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bool m_desync_detected;
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struct
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{
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std::recursive_mutex game;
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