dolphin/Source/Core/Core/NetPlayClient.cpp

2856 lines
74 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/NetPlayClient.h"
#include <algorithm>
#include <cstddef>
#include <cstring>
#include <fstream>
#include <functional>
#include <memory>
#include <mutex>
#include <span>
#include <sstream>
#include <thread>
#include <tuple>
#include <type_traits>
#include <vector>
#include <fmt/format.h>
#include "Common/Assert.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/Crypto/SHA1.h"
#include "Common/ENet.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/NandPaths.h"
#include "Common/QoSSession.h"
#include "Common/SFMLHelper.h"
#include "Common/StringUtil.h"
#include "Common/Timer.h"
#include "Common/Version.h"
#include "Core/ActionReplay.h"
#include "Core/Boot/Boot.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SessionSettings.h"
#include "Core/Config/WiimoteSettings.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/EXI/EXI_DeviceIPL.h"
#ifdef HAS_LIBMGBA
#include "Core/HW/GBACore.h"
#endif
#include "Core/HW/GBAPad.h"
#include "Core/HW/GCMemcard/GCMemcard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/SI/SI_DeviceGCController.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/HW/WiimoteEmu/DesiredWiimoteState.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/IOS/FS/HostBackend/FS.h"
#include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/IOS/Uids.h"
#include "Core/Movie.h"
#include "Core/NetPlayCommon.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/SyncIdentifier.h"
#include "Core/System.h"
#include "DiscIO/Blob.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/GCAdapter.h"
#include "InputCommon/InputConfig.h"
#include "UICommon/GameFile.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoConfig.h"
namespace NetPlay
{
using namespace WiimoteCommon;
static std::mutex crit_netplay_client;
static NetPlayClient* netplay_client = nullptr;
static bool s_si_poll_batching = false;
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
// not perfect
if (m_is_running.IsSet())
StopGame();
if (m_is_connected)
{
m_should_compute_game_digest = false;
m_dialog->AbortGameDigest();
if (m_game_digest_thread.joinable())
m_game_digest_thread.join();
m_do_loop.Clear();
m_thread.join();
m_chunked_data_receive_queue.clear();
m_dialog->HideChunkedProgressDialog();
}
if (m_server)
{
Disconnect();
}
if (Common::g_MainNetHost.get() == m_client)
{
Common::g_MainNetHost.release();
}
if (m_client)
{
enet_host_destroy(m_client);
m_client = nullptr;
}
if (m_traversal_client)
{
Common::ReleaseTraversalClient();
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
const std::string& name, const NetTraversalConfig& traversal_config)
: m_dialog(dialog), m_player_name(name)
{
ClearBuffers();
if (!traversal_config.use_traversal)
{
// Direct Connection
m_client = enet_host_create(nullptr, 1, CHANNEL_COUNT, 0, 0);
if (m_client == nullptr)
{
m_dialog->OnConnectionError(_trans("Could not create client."));
return;
}
m_client->mtu = std::min(m_client->mtu, NetPlay::MAX_ENET_MTU);
ENetAddress addr;
enet_address_set_host(&addr, address.c_str());
addr.port = port;
m_server = enet_host_connect(m_client, &addr, CHANNEL_COUNT, 0);
if (m_server == nullptr)
{
m_dialog->OnConnectionError(_trans("Could not create peer."));
return;
}
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
ENetEvent netEvent;
int net = enet_host_service(m_client, &netEvent, 5000);
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
{
if (Connect())
{
m_client->intercept = Common::ENet::InterceptCallback;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
m_dialog->OnConnectionError(_trans("Could not communicate with host."));
}
}
else
{
if (address.size() > Common::NETPLAY_CODE_SIZE)
{
m_dialog->OnConnectionError(
_trans("The host code is too long.\nPlease recheck that you have the correct code."));
return;
}
if (!Common::EnsureTraversalClient(traversal_config.traversal_host,
traversal_config.traversal_port))
{
return;
}
m_client = Common::g_MainNetHost.get();
m_traversal_client = Common::g_TraversalClient.get();
// If we were disconnected in the background, reconnect.
if (m_traversal_client->HasFailed())
m_traversal_client->ReconnectToServer();
m_traversal_client->m_Client = this;
m_host_spec = address;
m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
OnTraversalStateChanged();
m_connecting = true;
Common::Timer connect_timer;
connect_timer.Start();
while (m_connecting)
{
ENetEvent netEvent;
if (m_traversal_client)
m_traversal_client->HandleResends();
while (enet_host_service(m_client, &netEvent, 4) > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
m_server = netEvent.peer;
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
if (Connect())
{
m_connection_state = ConnectionState::Connected;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
return;
default:
break;
}
}
if (connect_timer.ElapsedMs() > 5000)
break;
}
m_dialog->OnConnectionError(_trans("Could not communicate with host."));
}
}
bool NetPlayClient::Connect()
{
INFO_LOG_FMT(NETPLAY, "Connecting to server.");
// send connect message
sf::Packet packet;
packet << Common::GetScmRevGitStr();
packet << Common::GetNetplayDolphinVer();
packet << m_player_name;
Send(packet);
enet_host_flush(m_client);
sf::Packet rpac;
// TODO: make this not hang
ENetEvent netEvent;
int net;
while ((net = enet_host_service(m_client, &netEvent, 5000)) > 0 &&
netEvent.type == ENetEventType(42)) // See PR #11381 and ENetUtil::InterceptCallback
{
// ignore packets from traversal server
}
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
{
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
enet_packet_destroy(netEvent.packet);
}
else
{
return false;
}
ConnectionError error;
rpac >> error;
// got error message
if (error != ConnectionError::NoError)
{
switch (error)
{
case ConnectionError::ServerFull:
m_dialog->OnConnectionError(_trans("The server is full."));
break;
case ConnectionError::VersionMismatch:
m_dialog->OnConnectionError(
_trans("The server and client's NetPlay versions are incompatible."));
break;
case ConnectionError::GameRunning:
m_dialog->OnConnectionError(_trans("The game is currently running."));
break;
case ConnectionError::NameTooLong:
m_dialog->OnConnectionError(_trans("Nickname is too long."));
break;
default:
m_dialog->OnConnectionError(_trans("The server sent an unknown error message."));
break;
}
Disconnect();
return false;
}
else
{
rpac >> m_pid;
Player player;
player.name = m_player_name;
player.pid = m_pid;
player.revision = Common::GetNetplayDolphinVer();
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
m_dialog->Update();
m_is_connected = true;
return true;
}
}
static void ReceiveSyncIdentifier(sf::Packet& spac, SyncIdentifier& sync_identifier)
{
// We use a temporary variable here due to a potential long vs long long mismatch
sf::Uint64 dol_elf_size;
spac >> dol_elf_size;
sync_identifier.dol_elf_size = dol_elf_size;
spac >> sync_identifier.game_id;
spac >> sync_identifier.revision;
spac >> sync_identifier.disc_number;
spac >> sync_identifier.is_datel;
for (u8& x : sync_identifier.sync_hash)
spac >> x;
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnData(sf::Packet& packet)
{
MessageID mid;
packet >> mid;
INFO_LOG_FMT(NETPLAY, "Got server message: {:x}", static_cast<u8>(mid));
switch (mid)
{
case MessageID::PlayerJoin:
OnPlayerJoin(packet);
break;
case MessageID::PlayerLeave:
OnPlayerLeave(packet);
break;
case MessageID::ChatMessage:
OnChatMessage(packet);
break;
case MessageID::ChunkedDataStart:
OnChunkedDataStart(packet);
break;
case MessageID::ChunkedDataEnd:
OnChunkedDataEnd(packet);
break;
case MessageID::ChunkedDataPayload:
OnChunkedDataPayload(packet);
break;
case MessageID::ChunkedDataAbort:
OnChunkedDataAbort(packet);
break;
case MessageID::PadMapping:
OnPadMapping(packet);
break;
case MessageID::GBAConfig:
OnGBAConfig(packet);
break;
case MessageID::WiimoteMapping:
OnWiimoteMapping(packet);
break;
case MessageID::PadData:
OnPadData(packet);
break;
case MessageID::PadHostData:
OnPadHostData(packet);
break;
case MessageID::WiimoteData:
OnWiimoteData(packet);
break;
case MessageID::PadBuffer:
OnPadBuffer(packet);
break;
case MessageID::HostInputAuthority:
OnHostInputAuthority(packet);
break;
case MessageID::GolfSwitch:
OnGolfSwitch(packet);
break;
case MessageID::GolfPrepare:
OnGolfPrepare(packet);
break;
case MessageID::ChangeGame:
OnChangeGame(packet);
break;
case MessageID::GameStatus:
OnGameStatus(packet);
break;
case MessageID::StartGame:
OnStartGame(packet);
break;
case MessageID::StopGame:
case MessageID::DisableGame:
OnStopGame(packet);
break;
case MessageID::PowerButton:
OnPowerButton();
break;
case MessageID::Ping:
OnPing(packet);
break;
case MessageID::PlayerPingData:
OnPlayerPingData(packet);
break;
case MessageID::DesyncDetected:
OnDesyncDetected(packet);
break;
case MessageID::SyncSaveData:
OnSyncSaveData(packet);
break;
case MessageID::SyncCodes:
OnSyncCodes(packet);
break;
case MessageID::ComputeGameDigest:
OnComputeGameDigest(packet);
break;
case MessageID::GameDigestProgress:
OnGameDigestProgress(packet);
break;
case MessageID::GameDigestResult:
OnGameDigestResult(packet);
break;
case MessageID::GameDigestError:
OnGameDigestError(packet);
break;
case MessageID::GameDigestAbort:
OnGameDigestAbort();
break;
default:
PanicAlertFmtT("Unknown message received with id : {0}", static_cast<u8>(mid));
break;
}
}
void NetPlayClient::OnPlayerJoin(sf::Packet& packet)
{
Player player{};
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
INFO_LOG_FMT(NETPLAY, "Player {} ({}) using {} joined", player.name, player.pid, player.revision);
{
std::lock_guard lkp(m_crit.players);
m_players[player.pid] = player;
}
m_dialog->OnPlayerConnect(player.name);
m_dialog->Update();
}
void NetPlayClient::OnPlayerLeave(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
const auto it = m_players.find(pid);
if (it == m_players.end())
return;
const auto& player = it->second;
INFO_LOG_FMT(NETPLAY, "Player {} ({}) left", player.name, pid);
m_dialog->OnPlayerDisconnect(player.name);
m_players.erase(m_players.find(pid));
}
m_dialog->Update();
}
void NetPlayClient::OnChatMessage(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
// don't need lock to read in this thread
const Player& player = m_players[pid];
INFO_LOG_FMT(NETPLAY, "Player {} ({}) wrote: {}", player.name, player.pid, msg);
// add to gui
std::ostringstream ss;
ss << player.name << '[' << char(pid + '0') << "]: " << msg;
m_dialog->AppendChat(ss.str());
}
void NetPlayClient::OnChunkedDataStart(sf::Packet& packet)
{
u32 cid;
packet >> cid;
std::string title;
packet >> title;
const u64 data_size = Common::PacketReadU64(packet);
INFO_LOG_FMT(NETPLAY, "Starting data chunk {}.", cid);
m_chunked_data_receive_queue.emplace(cid, sf::Packet{});
std::vector<int> players;
players.push_back(m_local_player->pid);
m_dialog->ShowChunkedProgressDialog(title, data_size, players);
}
void NetPlayClient::OnChunkedDataEnd(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto data_packet_iter = m_chunked_data_receive_queue.find(cid);
if (data_packet_iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
INFO_LOG_FMT(NETPLAY, "Ending data chunk {}.", cid);
auto& data_packet = data_packet_iter->second;
OnData(data_packet);
m_chunked_data_receive_queue.erase(data_packet_iter);
m_dialog->HideChunkedProgressDialog();
sf::Packet complete_packet;
complete_packet << MessageID::ChunkedDataComplete;
complete_packet << cid;
Send(complete_packet, CHUNKED_DATA_CHANNEL);
}
void NetPlayClient::OnChunkedDataPayload(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto data_packet_iter = m_chunked_data_receive_queue.find(cid);
if (data_packet_iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
auto& data_packet = data_packet_iter->second;
while (!packet.endOfPacket())
{
u8 byte;
packet >> byte;
data_packet << byte;
}
INFO_LOG_FMT(NETPLAY, "Received {} bytes of data chunk {}.", data_packet.getDataSize(), cid);
m_dialog->SetChunkedProgress(m_local_player->pid, data_packet.getDataSize());
sf::Packet progress_packet;
progress_packet << MessageID::ChunkedDataProgress;
progress_packet << cid;
progress_packet << sf::Uint64{data_packet.getDataSize()};
Send(progress_packet, CHUNKED_DATA_CHANNEL);
}
void NetPlayClient::OnChunkedDataAbort(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto iter = m_chunked_data_receive_queue.find(cid);
if (iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
INFO_LOG_FMT(NETPLAY, "Aborting data chunk {}.", cid);
m_chunked_data_receive_queue.erase(iter);
m_dialog->HideChunkedProgressDialog();
}
void NetPlayClient::OnPadMapping(sf::Packet& packet)
{
for (PlayerId& mapping : m_pad_map)
packet >> mapping;
UpdateDevices();
m_dialog->Update();
}
void NetPlayClient::OnWiimoteMapping(sf::Packet& packet)
{
for (PlayerId& mapping : m_wiimote_map)
packet >> mapping;
m_dialog->Update();
}
void NetPlayClient::OnGBAConfig(sf::Packet& packet)
{
for (size_t i = 0; i < m_gba_config.size(); ++i)
{
auto& config = m_gba_config[i];
const auto old_config = config;
packet >> config.enabled >> config.has_rom >> config.title;
for (auto& data : config.hash)
packet >> data;
if (std::tie(config.has_rom, config.title, config.hash) !=
std::tie(old_config.has_rom, old_config.title, old_config.hash))
{
m_dialog->OnMsgChangeGBARom(static_cast<int>(i), config);
m_net_settings.gba_rom_paths[i] =
config.has_rom ?
m_dialog->FindGBARomPath(config.hash, config.title, static_cast<int>(i)) :
"";
}
}
SendGameStatus();
UpdateDevices();
m_dialog->Update();
}
void NetPlayClient::OnPadData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button;
if (!m_gba_config.at(map).enabled)
{
packet >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >>
pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
}
// Trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer.at(map).Push(pad);
m_gc_pad_event.Set();
}
}
void NetPlayClient::OnPadHostData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button;
if (!m_gba_config.at(map).enabled)
{
packet >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >>
pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
}
// Trusting server for good map value (>=0 && <4)
// write to last status
m_last_pad_status[map] = pad;
if (!m_first_pad_status_received[map])
{
m_first_pad_status_received[map] = true;
m_first_pad_status_received_event.Set();
}
}
}
void NetPlayClient::OnWiimoteData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
WiimoteEmu::SerializedWiimoteState pad;
packet >> pad.length;
ASSERT(pad.length <= pad.data.size());
if (pad.length <= pad.data.size())
{
for (size_t i = 0; i < pad.length; ++i)
packet >> pad.data[i];
}
else
{
pad.length = 0;
}
// Trusting server for good map value (>=0 && <4)
// add to pad buffer
m_wiimote_buffer.at(map).Push(pad);
m_wii_pad_event.Set();
}
}
void NetPlayClient::OnPadBuffer(sf::Packet& packet)
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
m_dialog->OnPadBufferChanged(size);
}
void NetPlayClient::OnHostInputAuthority(sf::Packet& packet)
{
packet >> m_host_input_authority;
m_dialog->OnHostInputAuthorityChanged(m_host_input_authority);
}
void NetPlayClient::OnGolfSwitch(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
const PlayerId previous_golfer = m_current_golfer;
m_current_golfer = pid;
m_dialog->OnGolferChanged(m_local_player->pid == pid, pid != 0 ? m_players[pid].name : "");
if (m_local_player->pid == previous_golfer)
{
sf::Packet spac;
spac << MessageID::GolfRelease;
Send(spac);
}
else if (m_local_player->pid == pid)
{
sf::Packet spac;
spac << MessageID::GolfAcquire;
Send(spac);
// Pads are already calibrated so we can just ignore this
m_first_pad_status_received.fill(true);
m_wait_on_input = false;
m_wait_on_input_event.Set();
}
}
void NetPlayClient::OnGolfPrepare(sf::Packet& packet)
{
m_wait_on_input_received = true;
m_wait_on_input = true;
}
void NetPlayClient::OnChangeGame(sf::Packet& packet)
{
std::string netplay_name;
{
std::lock_guard lkg(m_crit.game);
ReceiveSyncIdentifier(packet, m_selected_game);
packet >> netplay_name;
}
INFO_LOG_FMT(NETPLAY, "Game changed to {}", netplay_name);
// update gui
m_dialog->OnMsgChangeGame(m_selected_game, netplay_name);
SendGameStatus();
sf::Packet client_capabilities_packet;
client_capabilities_packet << MessageID::ClientCapabilities;
client_capabilities_packet << ExpansionInterface::CEXIIPL::HasIPLDump();
client_capabilities_packet << Config::Get(Config::SESSION_USE_FMA);
Send(client_capabilities_packet);
}
void NetPlayClient::OnGameStatus(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
packet >> m_players[pid].game_status;
}
m_dialog->Update();
}
void NetPlayClient::OnStartGame(sf::Packet& packet)
{
{
std::lock_guard lkg(m_crit.game);
INFO_LOG_FMT(NETPLAY, "Start of game {}", m_selected_game.game_id);
packet >> m_current_game;
packet >> m_net_settings.cpu_thread;
packet >> m_net_settings.cpu_core;
packet >> m_net_settings.enable_cheats;
packet >> m_net_settings.selected_language;
packet >> m_net_settings.override_region_settings;
packet >> m_net_settings.dsp_enable_jit;
packet >> m_net_settings.dsp_hle;
packet >> m_net_settings.ram_override_enable;
packet >> m_net_settings.mem1_size;
packet >> m_net_settings.mem2_size;
packet >> m_net_settings.fallback_region;
packet >> m_net_settings.allow_sd_writes;
packet >> m_net_settings.oc_enable;
packet >> m_net_settings.oc_factor;
for (auto slot : ExpansionInterface::SLOTS)
packet >> m_net_settings.exi_device[slot];
packet >> m_net_settings.memcard_size_override;
for (u32& value : m_net_settings.sysconf_settings)
packet >> value;
packet >> m_net_settings.efb_access_enable;
packet >> m_net_settings.bbox_enable;
packet >> m_net_settings.force_progressive;
packet >> m_net_settings.efb_to_texture_enable;
packet >> m_net_settings.xfb_to_texture_enable;
packet >> m_net_settings.disable_copy_to_vram;
packet >> m_net_settings.immediate_xfb_enable;
packet >> m_net_settings.efb_emulate_format_changes;
packet >> m_net_settings.safe_texture_cache_color_samples;
packet >> m_net_settings.perf_queries_enable;
packet >> m_net_settings.float_exceptions;
packet >> m_net_settings.divide_by_zero_exceptions;
packet >> m_net_settings.fprf;
packet >> m_net_settings.accurate_nans;
packet >> m_net_settings.disable_icache;
packet >> m_net_settings.sync_on_skip_idle;
packet >> m_net_settings.sync_gpu;
packet >> m_net_settings.sync_gpu_max_distance;
packet >> m_net_settings.sync_gpu_min_distance;
packet >> m_net_settings.sync_gpu_overclock;
packet >> m_net_settings.jit_follow_branch;
packet >> m_net_settings.fast_disc_speed;
packet >> m_net_settings.mmu;
packet >> m_net_settings.fastmem;
packet >> m_net_settings.skip_ipl;
packet >> m_net_settings.load_ipl_dump;
packet >> m_net_settings.vertex_rounding;
packet >> m_net_settings.internal_resolution;
packet >> m_net_settings.efb_scaled_copy;
packet >> m_net_settings.fast_depth_calc;
packet >> m_net_settings.enable_pixel_lighting;
packet >> m_net_settings.widescreen_hack;
packet >> m_net_settings.force_texture_filtering;
packet >> m_net_settings.max_anisotropy;
packet >> m_net_settings.force_true_color;
packet >> m_net_settings.disable_copy_filter;
packet >> m_net_settings.disable_fog;
packet >> m_net_settings.arbitrary_mipmap_detection;
packet >> m_net_settings.arbitrary_mipmap_detection_threshold;
packet >> m_net_settings.enable_gpu_texture_decoding;
packet >> m_net_settings.defer_efb_copies;
packet >> m_net_settings.efb_access_tile_size;
packet >> m_net_settings.efb_access_defer_invalidation;
packet >> m_net_settings.savedata_load;
packet >> m_net_settings.savedata_write;
packet >> m_net_settings.savedata_sync_all_wii;
if (!m_net_settings.savedata_load)
{
m_net_settings.savedata_write = false;
m_net_settings.savedata_sync_all_wii = false;
}
packet >> m_net_settings.strict_settings_sync;
m_initial_rtc = Common::PacketReadU64(packet);
packet >> m_net_settings.save_data_region;
packet >> m_net_settings.sync_codes;
packet >> m_net_settings.golf_mode;
packet >> m_net_settings.use_fma;
packet >> m_net_settings.hide_remote_gbas;
for (size_t i = 0; i < sizeof(m_net_settings.sram); ++i)
packet >> m_net_settings.sram[i];
m_net_settings.is_hosting = m_local_player->IsHost();
}
m_dialog->OnMsgStartGame();
}
void NetPlayClient::OnStopGame(sf::Packet& packet)
{
INFO_LOG_FMT(NETPLAY, "Game stopped");
StopGame();
m_dialog->OnMsgStopGame();
}
void NetPlayClient::OnPowerButton()
{
InvokeStop();
m_dialog->OnMsgPowerButton();
}
void NetPlayClient::OnPing(sf::Packet& packet)
{
u32 ping_key = 0;
packet >> ping_key;
sf::Packet response_packet;
response_packet << MessageID::Pong;
response_packet << ping_key;
Send(response_packet);
}
void NetPlayClient::OnPlayerPingData(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
DisplayPlayersPing();
m_dialog->Update();
}
void NetPlayClient::OnDesyncDetected(sf::Packet& packet)
{
int pid_to_blame;
u32 frame;
packet >> pid_to_blame;
packet >> frame;
std::string player = "??";
std::lock_guard lkp(m_crit.players);
{
const auto it = m_players.find(pid_to_blame);
if (it != m_players.end())
player = it->second.name;
}
INFO_LOG_FMT(NETPLAY, "Player {} ({}) desynced!", player, pid_to_blame);
m_dialog->OnDesync(frame, player);
}
void NetPlayClient::OnSyncSaveData(sf::Packet& packet)
{
SyncSaveDataID sub_id;
packet >> sub_id;
if (m_local_player->IsHost())
return;
INFO_LOG_FMT(NETPLAY, "Processing OnSyncSaveData sub id: {}", static_cast<u8>(sub_id));
switch (sub_id)
{
case SyncSaveDataID::Notify:
OnSyncSaveDataNotify(packet);
break;
case SyncSaveDataID::RawData:
OnSyncSaveDataRaw(packet);
break;
case SyncSaveDataID::GCIData:
OnSyncSaveDataGCI(packet);
break;
case SyncSaveDataID::WiiData:
OnSyncSaveDataWii(packet);
break;
case SyncSaveDataID::GBAData:
OnSyncSaveDataGBA(packet);
break;
default:
PanicAlertFmtT("Unknown SYNC_SAVE_DATA message received with id: {0}", static_cast<u8>(sub_id));
break;
}
}
void NetPlayClient::OnSyncSaveDataNotify(sf::Packet& packet)
{
packet >> m_sync_save_data_count;
m_sync_save_data_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Initializing wait for {} savegame chunks.", m_sync_save_data_count);
if (m_sync_save_data_count == 0)
SyncSaveDataResponse(true);
else
m_dialog->AppendChat(Common::GetStringT("Synchronizing save data..."));
}
void NetPlayClient::OnSyncSaveDataRaw(sf::Packet& packet)
{
bool is_slot_a;
std::string region;
int size_override;
packet >> is_slot_a >> region >> size_override;
INFO_LOG_FMT(NETPLAY, "Received raw memcard data for slot {}: region {}, size override {}.",
is_slot_a ? 'A' : 'B', region, size_override);
// This check is mainly intended to filter out characters which have special meanings in paths
if (region != JAP_DIR && region != USA_DIR && region != EUR_DIR)
{
WARN_LOG_FMT(NETPLAY, "Received invalid raw memory card region.");
SyncSaveDataResponse(false);
return;
}
std::string size_suffix;
if (size_override >= 0 && size_override <= 4)
{
size_suffix = fmt::format(
".{}", Memcard::MbitToFreeBlocks(Memcard::MBIT_SIZE_MEMORY_CARD_59 << size_override));
}
const std::string path = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY +
(is_slot_a ? "A." : "B.") + region + size_suffix + ".raw";
if (File::Exists(path) && !File::Delete(path))
{
PanicAlertFmtT("Failed to delete NetPlay memory card. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
const bool success = DecompressPacketIntoFile(packet, path);
SyncSaveDataResponse(success);
}
void NetPlayClient::OnSyncSaveDataGCI(sf::Packet& packet)
{
bool is_slot_a;
u8 file_count;
packet >> is_slot_a >> file_count;
const std::string path = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY DIR_SEP +
fmt::format("Card {}", is_slot_a ? 'A' : 'B');
INFO_LOG_FMT(NETPLAY, "Received GCI memcard data for slot {}: {}, {} files.",
is_slot_a ? 'A' : 'B', path, file_count);
if ((File::Exists(path) && !File::DeleteDirRecursively(path + DIR_SEP)) ||
!File::CreateFullPath(path + DIR_SEP))
{
PanicAlertFmtT("Failed to reset NetPlay GCI folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
for (u8 i = 0; i < file_count; i++)
{
std::string file_name;
packet >> file_name;
INFO_LOG_FMT(NETPLAY, "Received GCI: {}", file_name);
if (!Common::IsFileNameSafe(file_name) ||
!DecompressPacketIntoFile(packet, path + DIR_SEP + file_name))
{
WARN_LOG_FMT(NETPLAY, "Received invalid GCI.");
SyncSaveDataResponse(false);
return;
}
}
SyncSaveDataResponse(true);
}
void NetPlayClient::OnSyncSaveDataWii(sf::Packet& packet)
{
const std::string path = File::GetUserPath(D_USER_IDX) + "Wii" GC_MEMCARD_NETPLAY DIR_SEP;
std::string redirect_path = File::GetUserPath(D_USER_IDX) + "Redirect" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(path) && !File::DeleteDirRecursively(path))
{
PanicAlertFmtT("Failed to reset NetPlay NAND folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
if (File::Exists(redirect_path) && !File::DeleteDirRecursively(redirect_path))
{
PanicAlertFmtT("Failed to reset NetPlay redirect folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
auto temp_fs = std::make_unique<IOS::HLE::FS::HostFileSystem>(path);
std::vector<u64> titles;
constexpr IOS::HLE::FS::Modes fs_modes{
IOS::HLE::FS::Mode::ReadWrite,
IOS::HLE::FS::Mode::ReadWrite,
IOS::HLE::FS::Mode::ReadWrite,
};
// Read the Mii data
bool mii_data;
packet >> mii_data;
if (mii_data)
{
INFO_LOG_FMT(NETPLAY, "Received Mii data.");
auto buffer = DecompressPacketIntoBuffer(packet);
temp_fs->CreateFullPath(IOS::PID_KERNEL, IOS::PID_KERNEL, "/shared2/menu/FaceLib/", 0,
fs_modes);
auto file = temp_fs->CreateAndOpenFile(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetMiiDatabasePath(), fs_modes);
if (!buffer || !file || !file->Write(buffer->data(), buffer->size()))
{
PanicAlertFmtT("Failed to write Mii data.");
SyncSaveDataResponse(false);
return;
}
}
// Read the saves
u32 save_count;
packet >> save_count;
INFO_LOG_FMT(NETPLAY, "Received data for {} Wii saves.", save_count);
for (u32 n = 0; n < save_count; n++)
{
u64 title_id = Common::PacketReadU64(packet);
titles.push_back(title_id);
temp_fs->CreateFullPath(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetTitleDataPath(title_id) + '/', 0, fs_modes);
auto save = WiiSave::MakeNandStorage(temp_fs.get(), title_id);
bool exists;
packet >> exists;
if (!exists)
{
INFO_LOG_FMT(NETPLAY, "No data for Wii save of title {:016x}.", title_id);
continue;
}
INFO_LOG_FMT(NETPLAY, "Received Wii save of title {:016x}.", title_id);
// Header
WiiSave::Header header;
packet >> header.tid;
packet >> header.banner_size;
packet >> header.permissions;
packet >> header.unk1;
for (u8& byte : header.md5)
packet >> byte;
packet >> header.unk2;
for (size_t i = 0; i < header.banner_size; i++)
packet >> header.banner[i];
// BkHeader
WiiSave::BkHeader bk_header;
packet >> bk_header.size;
packet >> bk_header.magic;
packet >> bk_header.ngid;
packet >> bk_header.number_of_files;
packet >> bk_header.size_of_files;
packet >> bk_header.unk1;
packet >> bk_header.unk2;
packet >> bk_header.total_size;
for (u8& byte : bk_header.unk3)
packet >> byte;
packet >> bk_header.tid;
for (u8& byte : bk_header.mac_address)
packet >> byte;
// Files
std::vector<WiiSave::Storage::SaveFile> files;
for (u32 i = 0; i < bk_header.number_of_files; i++)
{
WiiSave::Storage::SaveFile file;
packet >> file.mode >> file.attributes;
packet >> file.type;
packet >> file.path;
INFO_LOG_FMT(NETPLAY, "Received Wii save data of type {} at {}", static_cast<u8>(file.type),
file.path);
if (file.type == WiiSave::Storage::SaveFile::Type::File)
{
auto buffer = DecompressPacketIntoBuffer(packet);
if (!buffer)
{
SyncSaveDataResponse(false);
return;
}
file.data = std::move(*buffer);
}
files.push_back(std::move(file));
}
if (!save->WriteHeader(header) || !save->WriteBkHeader(bk_header) || !save->WriteFiles(files))
{
PanicAlertFmtT("Failed to write Wii save.");
SyncSaveDataResponse(false);
return;
}
}
bool has_redirected_save;
packet >> has_redirected_save;
if (has_redirected_save)
{
INFO_LOG_FMT(NETPLAY, "Received redirected save.");
if (!DecompressPacketIntoFolder(packet, redirect_path))
{
PanicAlertFmtT("Failed to write redirected save.");
SyncSaveDataResponse(false);
return;
}
}
SetWiiSyncData(std::move(temp_fs), std::move(titles), std::move(redirect_path));
SyncSaveDataResponse(true);
}
void NetPlayClient::OnSyncSaveDataGBA(sf::Packet& packet)
{
u8 slot;
packet >> slot;
INFO_LOG_FMT(NETPLAY, "Received GBA save for slot {}.", slot);
const std::string path =
fmt::format("{}{}{}.sav", File::GetUserPath(D_GBAUSER_IDX), GBA_SAVE_NETPLAY, slot + 1);
if (File::Exists(path) && !File::Delete(path))
{
PanicAlertFmtT("Failed to delete NetPlay GBA{0} save file. Verify your write permissions.",
slot + 1);
SyncSaveDataResponse(false);
return;
}
const bool success = DecompressPacketIntoFile(packet, path);
SyncSaveDataResponse(success);
}
void NetPlayClient::OnSyncCodes(sf::Packet& packet)
{
// Recieve Data Packet
SyncCodeID sub_id;
packet >> sub_id;
INFO_LOG_FMT(NETPLAY, "Processing OnSyncCodes sub id: {}", static_cast<u8>(sub_id));
// Check Which Operation to Perform with This Packet
switch (sub_id)
{
case SyncCodeID::Notify:
OnSyncCodesNotify();
break;
case SyncCodeID::NotifyGecko:
OnSyncCodesNotifyGecko(packet);
break;
case SyncCodeID::GeckoData:
OnSyncCodesDataGecko(packet);
break;
case SyncCodeID::NotifyAR:
OnSyncCodesNotifyAR(packet);
break;
case SyncCodeID::ARData:
OnSyncCodesDataAR(packet);
break;
default:
PanicAlertFmtT("Unknown SYNC_CODES message received with id: {0}", static_cast<u8>(sub_id));
break;
}
}
void NetPlayClient::OnSyncCodesNotify()
{
// Set both codes as unsynced
m_sync_gecko_codes_complete = false;
m_sync_ar_codes_complete = false;
}
void NetPlayClient::OnSyncCodesNotifyGecko(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
// Receive Number of Codelines to Receive
packet >> m_sync_gecko_codes_count;
m_sync_gecko_codes_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Receiving {} Gecko codelines", m_sync_gecko_codes_count);
// Check if no codes to sync, if so return as finished
if (m_sync_gecko_codes_count == 0)
{
m_sync_gecko_codes_complete = true;
SyncCodeResponse(true);
}
else
{
m_dialog->AppendChat(Common::GetStringT("Synchronizing Gecko codes..."));
}
}
void NetPlayClient::OnSyncCodesDataGecko(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
std::vector<Gecko::GeckoCode> synced_codes;
synced_codes.reserve(m_sync_gecko_codes_count);
Gecko::GeckoCode gcode{};
gcode.name = "Synced Codes";
gcode.enabled = true;
// Receive code contents from packet
for (u32 i = 0; i < m_sync_gecko_codes_count; i++)
{
Gecko::GeckoCode::Code new_code;
packet >> new_code.address;
packet >> new_code.data;
INFO_LOG_FMT(NETPLAY, "Received {:08x} {:08x}", new_code.address, new_code.data);
gcode.codes.push_back(std::move(new_code));
if (++m_sync_gecko_codes_success_count >= m_sync_gecko_codes_count)
{
m_sync_gecko_codes_complete = true;
SyncCodeResponse(true);
}
}
// Add gcode containing all codes to Gecko Code vector
synced_codes.push_back(std::move(gcode));
// Clear Vector if received 0 codes (match host's end when using no codes)
if (m_sync_gecko_codes_count == 0)
synced_codes.clear();
// Copy this to the vector located in GeckoCode.cpp
Gecko::UpdateSyncedCodes(synced_codes);
}
void NetPlayClient::OnSyncCodesNotifyAR(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
// Receive Number of Codelines to Receive
packet >> m_sync_ar_codes_count;
m_sync_ar_codes_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Receiving {} AR codelines", m_sync_ar_codes_count);
// Check if no codes to sync, if so return as finished
if (m_sync_ar_codes_count == 0)
{
m_sync_ar_codes_complete = true;
SyncCodeResponse(true);
}
else
{
m_dialog->AppendChat(Common::GetStringT("Synchronizing AR codes..."));
}
}
void NetPlayClient::OnSyncCodesDataAR(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
std::vector<ActionReplay::ARCode> synced_codes;
synced_codes.reserve(m_sync_ar_codes_count);
ActionReplay::ARCode arcode{};
arcode.name = "Synced Codes";
arcode.enabled = true;
// Receive code contents from packet
for (u32 i = 0; i < m_sync_ar_codes_count; i++)
{
ActionReplay::AREntry new_code;
packet >> new_code.cmd_addr;
packet >> new_code.value;
INFO_LOG_FMT(NETPLAY, "Received {:08x} {:08x}", new_code.cmd_addr, new_code.value);
arcode.ops.push_back(new_code);
if (++m_sync_ar_codes_success_count >= m_sync_ar_codes_count)
{
m_sync_ar_codes_complete = true;
SyncCodeResponse(true);
}
}
// Add arcode containing all codes to AR Code vector
synced_codes.push_back(std::move(arcode));
// Clear Vector if received 0 codes (match host's end when using no codes)
if (m_sync_ar_codes_count == 0)
synced_codes.clear();
// Copy this to the vector located in ActionReplay.cpp
ActionReplay::UpdateSyncedCodes(synced_codes);
}
void NetPlayClient::OnComputeGameDigest(sf::Packet& packet)
{
SyncIdentifier sync_identifier;
ReceiveSyncIdentifier(packet, sync_identifier);
ComputeGameDigest(sync_identifier);
}
void NetPlayClient::OnGameDigestProgress(sf::Packet& packet)
{
PlayerId pid;
int progress;
packet >> pid;
packet >> progress;
m_dialog->SetGameDigestProgress(pid, progress);
}
void NetPlayClient::OnGameDigestResult(sf::Packet& packet)
{
PlayerId pid;
std::string result;
packet >> pid;
packet >> result;
m_dialog->SetGameDigestResult(pid, result);
}
void NetPlayClient::OnGameDigestError(sf::Packet& packet)
{
PlayerId pid;
std::string error;
packet >> pid;
packet >> error;
m_dialog->SetGameDigestResult(pid, error);
}
void NetPlayClient::OnGameDigestAbort()
{
m_should_compute_game_digest = false;
m_dialog->AbortGameDigest();
}
void NetPlayClient::Send(const sf::Packet& packet, const u8 channel_id)
{
Common::ENet::SendPacket(m_server, packet, channel_id);
}
void NetPlayClient::DisplayPlayersPing()
{
if (!g_ActiveConfig.bShowNetPlayPing)
return;
OSD::AddTypedMessage(OSD::MessageType::NetPlayPing, fmt::format("Ping: {}", GetPlayersMaxPing()),
OSD::Duration::SHORT, OSD::Color::CYAN);
}
u32 NetPlayClient::GetPlayersMaxPing() const
{
return std::max_element(
m_players.begin(), m_players.end(),
[](const auto& a, const auto& b) { return a.second.ping < b.second.ping; })
->second.ping;
}
void NetPlayClient::Disconnect()
{
ENetEvent netEvent;
m_connecting = false;
m_connection_state = ConnectionState::Failure;
if (m_server)
enet_peer_disconnect(m_server, 0);
else
return;
while (enet_host_service(m_client, &netEvent, 3000) > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_RECEIVE:
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_server = nullptr;
return;
default:
break;
}
}
// didn't disconnect gracefully force disconnect
enet_peer_reset(m_server);
m_server = nullptr;
}
void NetPlayClient::SendAsync(sf::Packet&& packet, const u8 channel_id)
{
{
std::lock_guard lkq(m_crit.async_queue_write);
m_async_queue.Push(AsyncQueueEntry{std::move(packet), channel_id});
}
Common::ENet::WakeupThread(m_client);
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
INFO_LOG_FMT(NETPLAY, "NetPlayClient starting.");
Common::QoSSession qos_session;
if (Config::Get(Config::NETPLAY_ENABLE_QOS))
{
qos_session = Common::QoSSession(m_server);
if (qos_session.Successful())
{
m_dialog->AppendChat(
Common::GetStringT("Quality of Service (QoS) was successfully enabled."));
}
else
{
m_dialog->AppendChat(Common::GetStringT("Quality of Service (QoS) couldn't be enabled."));
}
}
while (m_do_loop.IsSet())
{
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_client, &netEvent, 250);
while (!m_async_queue.Empty())
{
INFO_LOG_FMT(NETPLAY, "Processing async queue event.");
{
auto& e = m_async_queue.Front();
Send(e.packet, e.channel_id);
}
INFO_LOG_FMT(NETPLAY, "Processing async queue event done.");
m_async_queue.Pop();
}
if (net > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
INFO_LOG_FMT(NETPLAY, "enet_host_service: connect event");
break;
case ENET_EVENT_TYPE_RECEIVE:
INFO_LOG_FMT(NETPLAY, "enet_host_service: receive event");
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
OnData(rpac);
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
INFO_LOG_FMT(NETPLAY, "enet_host_service: disconnect event");
m_dialog->OnConnectionLost();
if (m_is_running.IsSet())
StopGame();
break;
default:
ERROR_LOG_FMT(NETPLAY, "enet_host_service: unknown event type: {}", int(netEvent.type));
break;
}
}
else if (net == 0)
{
INFO_LOG_FMT(NETPLAY, "enet_host_service: no event occurred");
}
else
{
ERROR_LOG_FMT(NETPLAY, "enet_host_service error: {}", net);
}
}
INFO_LOG_FMT(NETPLAY, "NetPlayClient shutting down.");
Disconnect();
return;
}
// called from ---GUI--- thread
std::vector<const Player*> NetPlayClient::GetPlayers()
{
std::lock_guard lkp(m_crit.players);
std::vector<const Player*> players;
for (const auto& pair : m_players)
players.push_back(&pair.second);
return players;
}
const NetSettings& NetPlayClient::GetNetSettings() const
{
return m_net_settings;
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet packet;
packet << MessageID::ChatMessage;
packet << msg;
SendAsync(std::move(packet));
}
// called from ---CPU--- thread
void NetPlayClient::AddPadStateToPacket(const int in_game_pad, const GCPadStatus& pad,
sf::Packet& packet)
{
packet << static_cast<PadIndex>(in_game_pad);
packet << pad.button;
if (!m_gba_config[in_game_pad].enabled)
{
packet << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
<< pad.substickY << pad.triggerLeft << pad.triggerRight << pad.isConnected;
}
}
// called from ---CPU--- thread
void NetPlayClient::AddWiimoteStateToPacket(int in_game_pad,
const WiimoteEmu::SerializedWiimoteState& state,
sf::Packet& packet)
{
packet << static_cast<PadIndex>(in_game_pad);
packet << state.length;
for (size_t i = 0; i < state.length; ++i)
packet << state.data[i];
}
// called from ---GUI--- thread
void NetPlayClient::SendStartGamePacket()
{
sf::Packet packet;
packet << MessageID::StartGame;
packet << m_current_game;
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
void NetPlayClient::SendStopGamePacket()
{
sf::Packet packet;
packet << MessageID::StopGame;
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string& path)
{
std::lock_guard lkg(m_crit.game);
SendStartGamePacket();
if (m_is_running.IsSet())
{
PanicAlertFmtT("Game is already running!");
return false;
}
m_timebase_frame = 0;
m_current_golfer = 1;
m_wait_on_input = false;
m_is_running.Set();
NetPlay_Enable(this);
ClearBuffers();
m_first_pad_status_received.fill(false);
if (m_dialog->IsRecording())
{
if (Movie::IsReadOnly())
Movie::SetReadOnly(false);
Movie::ControllerTypeArray controllers{};
Movie::WiimoteEnabledArray wiimotes{};
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] > 0 && m_gba_config[i].enabled)
controllers[i] = Movie::ControllerType::GBA;
else if (m_pad_map[i] > 0)
controllers[i] = Movie::ControllerType::GC;
else
controllers[i] = Movie::ControllerType::None;
wiimotes[i] = m_wiimote_map[i] > 0;
}
Movie::BeginRecordingInput(controllers, wiimotes);
}
for (unsigned int i = 0; i < 4; ++i)
{
Config::SetCurrent(Config::GetInfoForWiimoteSource(i),
m_wiimote_map[i] > 0 ? WiimoteSource::Emulated : WiimoteSource::None);
}
// boot game
auto boot_session_data = std::make_unique<BootSessionData>();
INFO_LOG_FMT(NETPLAY,
"Setting Wii sync data: has FS {}, sync_titles = {:016x}, redirect folder = {}",
!!m_wii_sync_fs, fmt::join(m_wii_sync_titles, ", "), m_wii_sync_redirect_folder);
boot_session_data->SetWiiSyncData(std::move(m_wii_sync_fs), std::move(m_wii_sync_titles),
std::move(m_wii_sync_redirect_folder), [] {
// on emulation end clean up the Wii save sync directory --
// see OnSyncSaveDataWii()
const std::string wii_path = File::GetUserPath(D_USER_IDX) +
"Wii" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(wii_path))
File::DeleteDirRecursively(wii_path);
const std::string redirect_path =
File::GetUserPath(D_USER_IDX) +
"Redirect" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(redirect_path))
File::DeleteDirRecursively(redirect_path);
});
boot_session_data->SetNetplaySettings(std::make_unique<NetPlay::NetSettings>(m_net_settings));
m_dialog->BootGame(path, std::move(boot_session_data));
UpdateDevices();
return true;
}
void NetPlayClient::SyncSaveDataResponse(const bool success)
{
m_dialog->AppendChat(success ? Common::GetStringT("Data received!") :
Common::GetStringT("Error processing data."));
if (success)
{
if (++m_sync_save_data_success_count >= m_sync_save_data_count)
{
sf::Packet response_packet;
response_packet << MessageID::SyncSaveData;
response_packet << SyncSaveDataID::Success;
Send(response_packet);
}
}
else
{
sf::Packet response_packet;
response_packet << MessageID::SyncSaveData;
response_packet << SyncSaveDataID::Failure;
Send(response_packet);
}
}
void NetPlayClient::SyncCodeResponse(const bool success)
{
// If something failed, immediately report back that code sync failed
if (!success)
{
m_dialog->AppendChat(Common::GetStringT("Error processing codes."));
sf::Packet response_packet;
response_packet << MessageID::SyncCodes;
response_packet << SyncCodeID::Failure;
Send(response_packet);
return;
}
// If both gecko and AR codes have completely finished transferring, report back as successful
if (m_sync_gecko_codes_complete && m_sync_ar_codes_complete)
{
m_dialog->AppendChat(Common::GetStringT("Codes received!"));
sf::Packet response_packet;
response_packet << MessageID::SyncCodes;
response_packet << SyncCodeID::Success;
Send(response_packet);
}
}
// called from ---GUI--- thread
bool NetPlayClient::ChangeGame(const std::string&)
{
return true;
}
// called from ---NETPLAY--- thread
void NetPlayClient::UpdateDevices()
{
u8 local_pad = 0;
u8 pad = 0;
auto& si = Core::System::GetInstance().GetSerialInterface();
for (auto player_id : m_pad_map)
{
if (m_gba_config[pad].enabled && player_id > 0)
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_GBA_EMULATED, pad);
}
else if (player_id == m_local_player->pid)
{
// Use local controller types for local controllers if they are compatible
const SerialInterface::SIDevices si_device =
Config::Get(Config::GetInfoForSIDevice(local_pad));
if (SerialInterface::SIDevice_IsGCController(si_device))
{
si.ChangeDevice(si_device, pad);
if (si_device == SerialInterface::SIDEVICE_WIIU_ADAPTER)
{
GCAdapter::ResetDeviceType(local_pad);
}
}
else
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
local_pad++;
}
else if (player_id > 0)
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
else
{
si.ChangeDevice(SerialInterface::SIDEVICE_NONE, pad);
}
pad++;
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::ClearBuffers()
{
// clear pad buffers, Clear method isn't thread safe
for (unsigned int i = 0; i < 4; ++i)
{
while (m_pad_buffer[i].Size())
m_pad_buffer[i].Pop();
while (m_wiimote_buffer[i].Size())
m_wiimote_buffer[i].Pop();
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnTraversalStateChanged()
{
const Common::TraversalClient::State state = m_traversal_client->GetState();
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
state == Common::TraversalClient::State::Connected)
{
m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
m_traversal_client->ConnectToClient(m_host_spec);
}
else if (m_connection_state != ConnectionState::Failure &&
state == Common::TraversalClient::State::Failure)
{
Disconnect();
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
}
m_dialog->OnTraversalStateChanged(state);
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectReady(ENetAddress addr)
{
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnectReady)
{
m_connection_state = ConnectionState::Connecting;
enet_host_connect(m_client, &addr, CHANNEL_COUNT, 0);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectFailed(Common::TraversalConnectFailedReason reason)
{
m_connecting = false;
m_connection_state = ConnectionState::Failure;
switch (reason)
{
case Common::TraversalConnectFailedReason::ClientDidntRespond:
PanicAlertFmtT("Traversal server timed out connecting to the host");
break;
case Common::TraversalConnectFailedReason::ClientFailure:
PanicAlertFmtT("Server rejected traversal attempt");
break;
case Common::TraversalConnectFailedReason::NoSuchClient:
PanicAlertFmtT("Invalid host");
break;
default:
PanicAlertFmtT("Unknown error {0:x}", static_cast<int>(reason));
break;
}
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const int pad_nb, const bool batching, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
// Imagine a physical device that links three GameCubes together
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three GameCubes, then every single
// controller should be plugged into slot 1.
//
// 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
// it actually means is the "in-game" pad number.
// When the 1st in-game pad is polled and batching is set, the
// others will be polled as well. To reduce latency, we poll all
// local controllers at once and then send the status to the other
// clients.
//
// Batching is enabled when polled from VI. If batching is not
// enabled, the poll is probably from MMIO, which can poll any
// specific pad arbitrarily. In this case, we poll just that pad
// and send it.
// When here when told to so we don't deadlock in certain situations
while (m_wait_on_input)
{
if (!m_is_running.IsSet())
{
return false;
}
if (m_wait_on_input_received)
{
// Tell the server we've acknowledged the message
sf::Packet spac;
spac << MessageID::GolfPrepare;
Send(spac);
m_wait_on_input_received = false;
}
m_wait_on_input_event.Wait();
}
if (IsFirstInGamePad(pad_nb) && batching)
{
sf::Packet packet;
packet << MessageID::PadData;
bool send_packet = false;
const int num_local_pads = NumLocalPads();
for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
{
send_packet = PollLocalPad(local_pad, packet) || send_packet;
}
if (send_packet)
SendAsync(std::move(packet));
if (m_host_input_authority)
SendPadHostPoll(-1);
}
if (!batching)
{
const int local_pad = InGamePadToLocalPad(pad_nb);
if (local_pad < 4)
{
sf::Packet packet;
packet << MessageID::PadData;
if (PollLocalPad(local_pad, packet))
SendAsync(std::move(packet));
}
if (m_host_input_authority)
SendPadHostPoll(pad_nb);
}
if (m_host_input_authority)
{
if (m_local_player->pid != m_current_golfer)
{
// CoreTiming acts funny and causes what looks like frame skip if
// we toggle the emulation speed too quickly, so to prevent this
// we wait until the buffer has been over for at least 1 second.
const bool buffer_over_target = m_pad_buffer[pad_nb].Size() > m_target_buffer_size + 1;
if (!buffer_over_target)
m_buffer_under_target_last = std::chrono::steady_clock::now();
std::chrono::duration<double> time_diff =
std::chrono::steady_clock::now() - m_buffer_under_target_last;
if (time_diff.count() >= 1.0 || !buffer_over_target)
{
// run fast if the buffer is overfilled, otherwise run normal speed
Config::SetCurrent(Config::MAIN_EMULATION_SPEED, buffer_over_target ? 0.0f : 1.0f);
}
}
else
{
// Set normal speed when we're the host, otherwise it can get stuck at unlimited
Config::SetCurrent(Config::MAIN_EMULATION_SPEED, 1.0f);
}
}
// Now, we either use the data pushed earlier, or wait for the
// other clients to send it to us
while (m_pad_buffer[pad_nb].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
m_gc_pad_event.Wait();
}
m_pad_buffer[pad_nb].Pop(*pad_status);
if (Movie::IsRecordingInput())
{
Movie::RecordInput(pad_status, pad_nb);
Movie::InputUpdate();
}
else
{
Movie::CheckPadStatus(pad_status, pad_nb);
}
return true;
}
u64 NetPlayClient::GetInitialRTCValue() const
{
return m_initial_rtc;
}
// called from ---CPU--- thread
bool NetPlayClient::WiimoteUpdate(const std::span<WiimoteDataBatchEntry>& entries)
{
for (const WiimoteDataBatchEntry& entry : entries)
{
const int local_wiimote = InGameWiimoteToLocalWiimote(entry.wiimote);
DEBUG_LOG_FMT(NETPLAY,
"Entering WiimoteUpdate() with wiimote {}, local_wiimote {}, state [{:02x}]",
entry.wiimote, local_wiimote,
fmt::join(std::span(entry.state->data.data(), entry.state->length), ", "));
if (local_wiimote < 4)
{
sf::Packet packet;
packet << MessageID::WiimoteData;
if (AddLocalWiimoteToBuffer(local_wiimote, *entry.state, packet))
SendAsync(std::move(packet));
}
// Now, we either use the data pushed earlier, or wait for the
// other clients to send it to us
while (m_wiimote_buffer[entry.wiimote].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
m_wii_pad_event.Wait();
}
m_wiimote_buffer[entry.wiimote].Pop(*entry.state);
DEBUG_LOG_FMT(NETPLAY, "Exiting WiimoteUpdate() with wiimote {}, state [{:02x}]", entry.wiimote,
fmt::join(std::span(entry.state->data.data(), entry.state->length), ", "));
}
return true;
}
bool NetPlayClient::PollLocalPad(const int local_pad, sf::Packet& packet)
{
const int ingame_pad = LocalPadToInGamePad(local_pad);
bool data_added = false;
GCPadStatus pad_status;
if (m_gba_config[ingame_pad].enabled)
{
pad_status = Pad::GetGBAStatus(local_pad);
}
else if (Config::Get(Config::GetInfoForSIDevice(local_pad)) ==
SerialInterface::SIDEVICE_WIIU_ADAPTER)
{
pad_status = GCAdapter::Input(local_pad);
}
else
{
pad_status = Pad::GetStatus(local_pad);
}
if (m_host_input_authority)
{
if (m_local_player->pid != m_current_golfer)
{
// add to packet
AddPadStateToPacket(ingame_pad, pad_status, packet);
data_added = true;
}
else
{
// set locally
m_last_pad_status[ingame_pad] = pad_status;
m_first_pad_status_received[ingame_pad] = true;
}
}
else
{
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_pad_buffer[ingame_pad].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[ingame_pad].Push(pad_status);
// add to packet
AddPadStateToPacket(ingame_pad, pad_status, packet);
data_added = true;
}
}
return data_added;
}
bool NetPlayClient::AddLocalWiimoteToBuffer(const int local_wiimote,
const WiimoteEmu::SerializedWiimoteState& state,
sf::Packet& packet)
{
const int ingame_pad = LocalWiimoteToInGameWiimote(local_wiimote);
bool data_added = false;
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_wiimote_buffer[ingame_pad].Size() <= m_target_buffer_size)
{
// add to buffer
m_wiimote_buffer[ingame_pad].Push(state);
// add to packet
AddWiimoteStateToPacket(ingame_pad, state, packet);
data_added = true;
}
return data_added;
}
void NetPlayClient::SendPadHostPoll(const PadIndex pad_num)
{
// Here we handle polling for the Host Input Authority and Golf modes. Pad data is "polled" from
// the most recent data received for the given pad. Passing pad_num < 0 will poll all assigned
// pads (used for batched polls), while 0..3 will poll the respective pad (used for MMIO polls).
// See GetNetPads for more details.
//
// If the local buffer is non-empty, we skip actually buffering and sending new pad data, this way
// don't end up with permanent local latency. It does create a period of time where no inputs are
// accepted, but under typical circumstances this is not noticeable.
//
// Additionally, we wait until some actual pad data has been received before buffering and sending
// it, otherwise controllers get calibrated wrongly with the default values of GCPadStatus.
if (m_local_player->pid != m_current_golfer)
return;
sf::Packet packet;
packet << MessageID::PadHostData;
if (pad_num < 0)
{
for (size_t i = 0; i < m_pad_map.size(); i++)
{
if (m_pad_map[i] <= 0)
continue;
while (!m_first_pad_status_received[i])
{
if (!m_is_running.IsSet())
return;
m_first_pad_status_received_event.Wait();
}
}
for (size_t i = 0; i < m_pad_map.size(); i++)
{
if (m_pad_map[i] == 0 || m_pad_buffer[i].Size() > 0)
continue;
const GCPadStatus& pad_status = m_last_pad_status[i];
m_pad_buffer[i].Push(pad_status);
AddPadStateToPacket(static_cast<int>(i), pad_status, packet);
}
}
else if (m_pad_map[pad_num] != 0)
{
while (!m_first_pad_status_received[pad_num])
{
if (!m_is_running.IsSet())
return;
m_first_pad_status_received_event.Wait();
}
if (m_pad_buffer[pad_num].Size() == 0)
{
const GCPadStatus& pad_status = m_last_pad_status[pad_num];
m_pad_buffer[pad_num].Push(pad_status);
AddPadStateToPacket(pad_num, pad_status, packet);
}
}
SendAsync(std::move(packet));
}
void NetPlayClient::InvokeStop()
{
m_is_running.Clear();
// stop waiting for input
m_gc_pad_event.Set();
m_wii_pad_event.Set();
m_first_pad_status_received_event.Set();
m_wait_on_input_event.Set();
}
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlayClient::StopGame()
{
InvokeStop();
NetPlay_Disable();
// stop game
m_dialog->StopGame();
return true;
}
// called from ---GUI--- thread
void NetPlayClient::Stop()
{
if (!m_is_running.IsSet())
return;
InvokeStop();
// Tell the server to stop if we have a pad mapped in game.
if (LocalPlayerHasControllerMapped())
SendStopGamePacket();
else
StopGame();
}
void NetPlayClient::RequestStopGame()
{
// Tell the server to stop if we have a pad mapped in game.
if (LocalPlayerHasControllerMapped())
SendStopGamePacket();
}
void NetPlayClient::SendPowerButtonEvent()
{
sf::Packet packet;
packet << MessageID::PowerButton;
SendAsync(std::move(packet));
}
void NetPlayClient::RequestGolfControl(const PlayerId pid)
{
if (!m_host_input_authority || !m_net_settings.golf_mode)
return;
sf::Packet packet;
packet << MessageID::GolfRequest;
packet << pid;
SendAsync(std::move(packet));
}
void NetPlayClient::RequestGolfControl()
{
RequestGolfControl(m_local_player->pid);
}
// called from ---GUI--- thread
std::string NetPlayClient::GetCurrentGolfer()
{
std::lock_guard lkp(m_crit.players);
if (m_players.count(m_current_golfer))
return m_players[m_current_golfer].name;
return "";
}
// called from ---GUI--- thread
bool NetPlayClient::LocalPlayerHasControllerMapped() const
{
return PlayerHasControllerMapped(m_local_player->pid);
}
bool NetPlayClient::IsFirstInGamePad(int ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
[](auto mapping) { return mapping > 0; });
}
static int CountLocalPads(const PadMappingArray& pad_map, const PlayerId& local_player_pid)
{
return static_cast<int>(
std::count_if(pad_map.begin(), pad_map.end(), [&local_player_pid](const auto& mapping) {
return mapping == local_player_pid;
}));
}
int NetPlayClient::NumLocalPads() const
{
return CountLocalPads(m_pad_map, m_local_player->pid);
}
int NetPlayClient::NumLocalWiimotes() const
{
return CountLocalPads(m_wiimote_map, m_local_player->pid);
}
static int InGameToLocal(int ingame_pad, const PadMappingArray& pad_map, PlayerId local_player_pid)
{
// not our pad
if (pad_map[ingame_pad] != local_player_pid)
return 4;
int local_pad = 0;
int pad = 0;
for (; pad < ingame_pad; ++pad)
{
if (pad_map[pad] == local_player_pid)
local_pad++;
}
return local_pad;
}
static int LocalToInGame(int local_pad, const PadMappingArray& pad_map, PlayerId local_player_pid)
{
// 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 (pad_map[ingame_pad] == local_player_pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
int NetPlayClient::InGamePadToLocalPad(int ingame_pad) const
{
return InGameToLocal(ingame_pad, m_pad_map, m_local_player->pid);
}
int NetPlayClient::LocalPadToInGamePad(int local_pad) const
{
return LocalToInGame(local_pad, m_pad_map, m_local_player->pid);
}
int NetPlayClient::InGameWiimoteToLocalWiimote(int ingame_wiimote) const
{
return InGameToLocal(ingame_wiimote, m_wiimote_map, m_local_player->pid);
}
int NetPlayClient::LocalWiimoteToInGameWiimote(int local_wiimote) const
{
return LocalToInGame(local_wiimote, m_wiimote_map, m_local_player->pid);
}
bool NetPlayClient::PlayerHasControllerMapped(const PlayerId pid) const
{
const auto mapping_matches_player_id = [pid](const PlayerId& mapping) { return mapping == pid; };
return std::any_of(m_pad_map.begin(), m_pad_map.end(), mapping_matches_player_id) ||
std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
}
bool NetPlayClient::IsLocalPlayer(const PlayerId pid) const
{
return pid == m_local_player->pid;
}
const PlayerId& NetPlayClient::GetLocalPlayerId() const
{
return m_local_player->pid;
}
void NetPlayClient::SendGameStatus()
{
sf::Packet packet;
packet << MessageID::GameStatus;
SyncIdentifierComparison result;
m_dialog->FindGameFile(m_selected_game, &result);
for (size_t i = 0; i < 4; ++i)
{
if (m_gba_config[i].enabled && m_gba_config[i].has_rom &&
m_net_settings.gba_rom_paths[i].empty())
{
result = SyncIdentifierComparison::DifferentGame;
}
}
packet << static_cast<u32>(result);
Send(packet);
}
void NetPlayClient::SendTimeBase()
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client->m_timebase_frame % 60 == 0)
{
const sf::Uint64 timebase = SystemTimers::GetFakeTimeBase();
sf::Packet packet;
packet << MessageID::TimeBase;
packet << timebase;
packet << netplay_client->m_timebase_frame;
netplay_client->SendAsync(std::move(packet));
}
netplay_client->m_timebase_frame++;
}
bool NetPlayClient::DoAllPlayersHaveGame()
{
std::lock_guard lkp(m_crit.players);
return std::all_of(std::begin(m_players), std::end(m_players), [](auto entry) {
return entry.second.game_status == SyncIdentifierComparison::SameGame;
});
}
static std::string SHA1Sum(const std::string& file_path, std::function<bool(int)> report_progress)
{
std::vector<u8> data(8 * 1024 * 1024);
u64 read_offset = 0;
std::unique_ptr<DiscIO::BlobReader> file(DiscIO::CreateBlobReader(file_path));
u64 game_size = file->GetDataSize();
auto ctx = Common::SHA1::CreateContext();
while (read_offset < game_size)
{
size_t read_size = std::min(static_cast<u64>(data.size()), game_size - read_offset);
if (!file->Read(read_offset, read_size, data.data()))
return "";
ctx->Update(data.data(), read_size);
read_offset += read_size;
int progress =
static_cast<int>(static_cast<float>(read_offset) / static_cast<float>(game_size) * 100);
if (!report_progress(progress))
return "";
}
// Convert to hex
return fmt::format("{:02x}", fmt::join(ctx->Finish(), ""));
}
void NetPlayClient::ComputeGameDigest(const SyncIdentifier& sync_identifier)
{
if (m_should_compute_game_digest)
return;
m_dialog->ShowGameDigestDialog(sync_identifier.game_id);
m_should_compute_game_digest = true;
std::string file;
if (sync_identifier == GetSDCardIdentifier())
file = File::GetUserPath(F_WIISDCARDIMAGE_IDX);
else if (auto game = m_dialog->FindGameFile(sync_identifier))
file = game->GetFilePath();
if (file.empty() || !File::Exists(file))
{
sf::Packet packet;
packet << MessageID::GameDigestError;
packet << "file not found";
Send(packet);
return;
}
if (m_game_digest_thread.joinable())
m_game_digest_thread.join();
m_game_digest_thread = std::thread([this, file]() {
std::string sum = SHA1Sum(file, [&](int progress) {
sf::Packet packet;
packet << MessageID::GameDigestProgress;
packet << progress;
SendAsync(std::move(packet));
return m_should_compute_game_digest;
});
sf::Packet packet;
packet << MessageID::GameDigestResult;
packet << sum;
SendAsync(std::move(packet));
});
}
const PadMappingArray& NetPlayClient::GetPadMapping() const
{
return m_pad_map;
}
const GBAConfigArray& NetPlayClient::GetGBAConfig() const
{
return m_gba_config;
}
const PadMappingArray& NetPlayClient::GetWiimoteMapping() const
{
return m_wiimote_map;
}
void NetPlayClient::AdjustPadBufferSize(const unsigned int size)
{
m_target_buffer_size = size;
m_dialog->OnPadBufferChanged(size);
}
void NetPlayClient::SetWiiSyncData(std::unique_ptr<IOS::HLE::FS::FileSystem> fs,
std::vector<u64> titles, std::string redirect_folder)
{
m_wii_sync_fs = std::move(fs);
m_wii_sync_titles = std::move(titles);
m_wii_sync_redirect_folder = std::move(redirect_folder);
}
SyncIdentifier NetPlayClient::GetSDCardIdentifier()
{
return SyncIdentifier{{}, "sd", {}, {}, {}, {}};
}
std::string GetPlayerMappingString(PlayerId pid, const PadMappingArray& pad_map,
const GBAConfigArray& gba_config,
const PadMappingArray& wiimote_map)
{
std::vector<size_t> gc_slots, gba_slots, wiimote_slots;
for (size_t i = 0; i < pad_map.size(); ++i)
{
if (pad_map[i] == pid && !gba_config[i].enabled)
gc_slots.push_back(i + 1);
if (pad_map[i] == pid && gba_config[i].enabled)
gba_slots.push_back(i + 1);
if (wiimote_map[i] == pid)
wiimote_slots.push_back(i + 1);
}
std::vector<std::string> groups;
for (const auto& [group_name, slots] :
{std::make_pair("GC", &gc_slots), std::make_pair("GBA", &gba_slots),
std::make_pair("Wii", &wiimote_slots)})
{
if (!slots->empty())
groups.emplace_back(fmt::format("{}{}", group_name, fmt::join(*slots, ",")));
}
std::string res = fmt::format("{}", fmt::join(groups, "|"));
return res.empty() ? "None" : res;
}
bool IsNetPlayRunning()
{
return netplay_client != nullptr;
}
void SetSIPollBatching(bool state)
{
s_si_poll_batching = state;
}
void SendPowerButtonEvent()
{
ASSERT(IsNetPlayRunning());
netplay_client->SendPowerButtonEvent();
}
std::string GetGBASavePath(int pad_num)
{
std::lock_guard lk(crit_netplay_client);
if (!netplay_client || netplay_client->GetNetSettings().is_hosting)
{
#ifdef HAS_LIBMGBA
std::string rom_path = Config::Get(Config::MAIN_GBA_ROM_PATHS[pad_num]);
return HW::GBA::Core::GetSavePath(rom_path, pad_num);
#else
return {};
#endif
}
if (!netplay_client->GetNetSettings().savedata_load)
return {};
return fmt::format("{}{}{}.sav", File::GetUserPath(D_GBAUSER_IDX), GBA_SAVE_NETPLAY, pad_num + 1);
}
PadDetails GetPadDetails(int pad_num)
{
std::lock_guard lk(crit_netplay_client);
PadDetails res{};
res.local_pad = 4;
if (!netplay_client)
return res;
auto pad_map = netplay_client->GetPadMapping();
if (pad_map[pad_num] <= 0)
return res;
for (auto player : netplay_client->GetPlayers())
{
if (player->pid == pad_map[pad_num])
res.player_name = player->name;
}
int local_pad = 0;
int non_local_pad = 0;
for (int i = 0; i < pad_num; ++i)
{
if (netplay_client->IsLocalPlayer(pad_map[i]))
++local_pad;
else
++non_local_pad;
}
res.is_local = netplay_client->IsLocalPlayer(pad_map[pad_num]);
res.local_pad = res.is_local ? local_pad : netplay_client->NumLocalPads() + non_local_pad;
res.hide_gba = !res.is_local && netplay_client->GetNetSettings().hide_remote_gbas &&
netplay_client->LocalPlayerHasControllerMapped();
return res;
}
int NumLocalWiimotes()
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client)
return netplay_client->NumLocalWiimotes();
return 0;
}
void NetPlay_Enable(NetPlayClient* const np)
{
std::lock_guard lk(crit_netplay_client);
netplay_client = np;
}
void NetPlay_Disable()
{
std::lock_guard lk(crit_netplay_client);
netplay_client = nullptr;
}
} // namespace NetPlay
// stuff hacked into dolphin
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool SerialInterface::CSIDevice_GCController::NetPlay_GetInput(int pad_num, GCPadStatus* status)
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->GetNetPads(pad_num, NetPlay::s_si_poll_batching, status);
return false;
}
bool NetPlay::NetPlay_GetWiimoteData(const std::span<NetPlayClient::WiimoteDataBatchEntry>& entries)
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client)
return netplay_client->WiimoteUpdate(entries);
return false;
}
unsigned int NetPlay::NetPlay_GetLocalWiimoteForSlot(unsigned int slot)
{
if (slot >= std::tuple_size_v<PadMappingArray>)
return slot;
std::lock_guard lk(crit_netplay_client);
if (!netplay_client)
return slot;
const auto& mapping = netplay_client->GetWiimoteMapping();
const auto& local_player_id = netplay_client->GetLocalPlayerId();
std::array<unsigned int, std::tuple_size_v<std::decay_t<decltype(mapping)>>> slot_map;
size_t player_count = 0;
for (size_t i = 0; i < mapping.size(); ++i)
{
if (mapping[i] == local_player_id)
{
slot_map[i] = static_cast<unsigned int>(player_count);
++player_count;
}
}
for (size_t i = 0; i < mapping.size(); ++i)
{
if (mapping[i] != local_player_id)
{
slot_map[i] = static_cast<unsigned int>(player_count);
++player_count;
}
}
INFO_LOG_FMT(NETPLAY, "Wiimote slot map: [{}]", fmt::join(slot_map, ", "));
return slot_map[slot];
}
// called from ---CPU--- thread
// so all players' games get the same time
//
// also called from ---GUI--- thread when starting input recording
u64 ExpansionInterface::CEXIIPL::NetPlay_GetEmulatedTime()
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->GetInitialRTCValue();
return 0;
}
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
int SerialInterface::CSIDevice_GCController::NetPlay_InGamePadToLocalPad(int numPAD)
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->InGamePadToLocalPad(numPAD);
return numPAD;
}