dolphin/Source/Core/Core/NetPlayClient.cpp

1347 lines
31 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/NetPlayClient.h"
#include <algorithm>
#include <cstddef>
#include <cstring>
#include <fstream>
#include <memory>
#include <mutex>
#include <sstream>
#include <thread>
#include <mbedtls/md5.h>
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/ENetUtil.h"
#include "Common/MD5.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Common/Timer.h"
#include "Common/Version.h"
#include "Core/ConfigManager.h"
#include "Core/HW/EXI/EXI_DeviceIPL.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_DeviceGCController.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/Movie.h"
#include "InputCommon/GCAdapter.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoConfig.h"
static std::mutex crit_netplay_client;
static NetPlayClient* netplay_client = nullptr;
NetSettings g_NetPlaySettings;
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
// not perfect
if (m_is_running.IsSet())
StopGame();
if (m_is_connected)
{
m_do_loop.Clear();
m_thread.join();
}
if (m_server)
{
Disconnect();
}
if (g_MainNetHost.get() == m_client)
{
g_MainNetHost.release();
}
if (m_client)
{
enet_host_destroy(m_client);
m_client = nullptr;
}
if (m_traversal_client)
{
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, 3, 0, 0);
if (m_client == nullptr)
{
PanicAlertT("Couldn't Create Client");
}
ENetAddress addr;
enet_address_set_host(&addr, address.c_str());
addr.port = port;
m_server = enet_host_connect(m_client, &addr, 3, 0);
if (m_server == nullptr)
{
PanicAlertT("Couldn't create peer.");
}
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 = ENetUtil::InterceptCallback;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
PanicAlertT("Failed to Connect!");
}
}
else
{
if (address.size() > NETPLAY_CODE_SIZE)
{
PanicAlertT("Host code size is to large.\nPlease recheck that you have the correct code");
return;
}
if (!EnsureTraversalClient(traversal_config.traversal_host, traversal_config.traversal_port))
return;
m_client = g_MainNetHost.get();
m_traversal_client = g_TraversalClient.get();
// If we were disconnected in the background, reconnect.
if (m_traversal_client->m_State == TraversalClient::Failure)
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;
if (Connect())
{
m_connection_state = ConnectionState::Connected;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
return;
default:
break;
}
}
if (connect_timer.GetTimeElapsed() > 5000)
break;
}
PanicAlertT("Failed To Connect!");
}
}
bool NetPlayClient::Connect()
{
// send connect message
sf::Packet packet;
packet << Common::scm_rev_git_str;
packet << Common::netplay_dolphin_ver;
packet << m_player_name;
Send(packet);
enet_host_flush(m_client);
sf::Packet rpac;
// TODO: make this not hang
ENetEvent netEvent;
if (enet_host_service(m_client, &netEvent, 5000) > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
{
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
enet_packet_destroy(netEvent.packet);
}
else
{
return false;
}
MessageId error;
rpac >> error;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL:
PanicAlertT("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH:
PanicAlertT("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING:
PanicAlertT("The server responded: the game is currently running!");
break;
default:
PanicAlertT("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::netplay_dolphin_ver;
// 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;
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
MessageId mid;
packet >> mid;
switch (mid)
{
case NP_MSG_PLAYER_JOIN:
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players[player.pid] = player;
}
m_dialog->Update();
}
break;
case NP_MSG_PLAYER_LEAVE:
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.erase(m_players.find(pid));
}
m_dialog->Update();
}
break;
case NP_MSG_CHAT_MESSAGE:
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
// don't need lock to read in this thread
const Player& player = m_players[pid];
// add to gui
std::ostringstream ss;
ss << player.name << '[' << (char)(pid + '0') << "]: " << msg;
m_dialog->AppendChat(ss.str());
}
break;
case NP_MSG_PAD_MAPPING:
{
for (PadMapping& mapping : m_pad_map)
{
packet >> mapping;
}
UpdateDevices();
m_dialog->Update();
}
break;
case NP_MSG_WIIMOTE_MAPPING:
{
for (PadMapping& mapping : m_wiimote_map)
{
packet >> mapping;
}
m_dialog->Update();
}
break;
case NP_MSG_PAD_DATA:
{
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> 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();
}
break;
case NP_MSG_WIIMOTE_DATA:
{
PadMapping map = 0;
NetWiimote nw;
u8 size;
packet >> map >> size;
nw.resize(size);
for (unsigned int i = 0; i < size; ++i)
packet >> nw[i];
// Trusting server for good map value (>=0 && <4)
// add to Wiimote buffer
m_wiimote_buffer.at(map).Push(nw);
m_wii_pad_event.Set();
}
break;
case NP_MSG_PAD_BUFFER:
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
m_dialog->OnPadBufferChanged(size);
}
break;
case NP_MSG_CHANGE_GAME:
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_selected_game;
}
// update gui
m_dialog->OnMsgChangeGame(m_selected_game);
sf::Packet game_status_packet;
game_status_packet << static_cast<MessageId>(NP_MSG_GAME_STATUS);
PlayerGameStatus status = m_dialog->FindGame(m_selected_game).empty() ?
PlayerGameStatus::NotFound :
PlayerGameStatus::Ok;
game_status_packet << static_cast<u32>(status);
Send(game_status_packet);
}
break;
case NP_MSG_GAME_STATUS:
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
Player& player = m_players[pid];
u32 status;
packet >> status;
player.game_status = static_cast<PlayerGameStatus>(status);
}
m_dialog->Update();
}
break;
case NP_MSG_START_GAME:
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_current_game;
packet >> g_NetPlaySettings.m_CPUthread;
packet >> g_NetPlaySettings.m_CPUcore;
packet >> g_NetPlaySettings.m_EnableCheats;
packet >> g_NetPlaySettings.m_SelectedLanguage;
packet >> g_NetPlaySettings.m_OverrideGCLanguage;
packet >> g_NetPlaySettings.m_ProgressiveScan;
packet >> g_NetPlaySettings.m_PAL60;
packet >> g_NetPlaySettings.m_DSPEnableJIT;
packet >> g_NetPlaySettings.m_DSPHLE;
packet >> g_NetPlaySettings.m_WriteToMemcard;
packet >> g_NetPlaySettings.m_CopyWiiSave;
packet >> g_NetPlaySettings.m_OCEnable;
packet >> g_NetPlaySettings.m_OCFactor;
int tmp;
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[0] = static_cast<ExpansionInterface::TEXIDevices>(tmp);
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[1] = static_cast<ExpansionInterface::TEXIDevices>(tmp);
u32 time_low, time_high;
packet >> time_low;
packet >> time_high;
g_netplay_initial_rtc = time_low | ((u64)time_high << 32);
}
m_dialog->OnMsgStartGame();
}
break;
case NP_MSG_STOP_GAME:
case NP_MSG_DISABLE_GAME:
{
StopGame();
m_dialog->OnMsgStopGame();
}
break;
case NP_MSG_PING:
{
u32 ping_key = 0;
packet >> ping_key;
sf::Packet response_packet;
response_packet << static_cast<MessageId>(NP_MSG_PONG);
response_packet << ping_key;
Send(response_packet);
}
break;
case NP_MSG_PLAYER_PING_DATA:
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
DisplayPlayersPing();
m_dialog->Update();
}
break;
case NP_MSG_DESYNC_DETECTED:
{
int pid_to_blame;
u32 frame;
packet >> pid_to_blame;
packet >> frame;
std::string player = "??";
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
{
auto it = m_players.find(pid_to_blame);
if (it != m_players.end())
player = it->second.name;
}
m_dialog->OnDesync(frame, player);
}
break;
case NP_MSG_SYNC_GC_SRAM:
{
u8 sram[sizeof(g_SRAM.p_SRAM)];
for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
{
packet >> sram[i];
}
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM));
g_SRAM_netplay_initialized = true;
}
}
break;
case NP_MSG_COMPUTE_MD5:
{
std::string file_identifier;
packet >> file_identifier;
ComputeMD5(file_identifier);
}
break;
case NP_MSG_MD5_PROGRESS:
{
PlayerId pid;
int progress;
packet >> pid;
packet >> progress;
m_dialog->SetMD5Progress(pid, progress);
}
break;
case NP_MSG_MD5_RESULT:
{
PlayerId pid;
std::string result;
packet >> pid;
packet >> result;
m_dialog->SetMD5Result(pid, result);
}
break;
case NP_MSG_MD5_ERROR:
{
PlayerId pid;
std::string error;
packet >> pid;
packet >> error;
m_dialog->SetMD5Result(pid, error);
}
break;
case NP_MSG_MD5_ABORT:
{
m_should_compute_MD5 = false;
m_dialog->AbortMD5();
}
break;
default:
PanicAlertT("Unknown message received with id : %d", mid);
break;
}
return 0;
}
void NetPlayClient::Send(const sf::Packet& packet)
{
ENetPacket* epac =
enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(m_server, 0, epac);
}
void NetPlayClient::DisplayPlayersPing()
{
if (!g_ActiveConfig.bShowNetPlayPing)
return;
OSD::AddTypedMessage(OSD::MessageType::NetPlayPing,
StringFromFormat("Ping: %u", 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)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::move(packet));
}
ENetUtil::WakeupThread(m_client);
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
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())
{
Send(m_async_queue.Front());
m_async_queue.Pop();
}
if (net > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_RECEIVE:
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
OnData(rpac);
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_dialog->OnConnectionLost();
if (m_is_running.IsSet())
StopGame();
break;
default:
break;
}
}
}
Disconnect();
return;
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::ostringstream ss;
const auto enumerate_player_controller_mappings = [&ss](const PadMappingArray& mappings,
const Player& player) {
for (size_t i = 0; i < mappings.size(); i++)
{
if (mappings[i] == player.pid)
ss << i + 1;
else
ss << '-';
}
};
for (const auto& entry : m_players)
{
const Player& player = entry.second;
ss << player.name << "[" << static_cast<int>(player.pid) << "] : " << player.revision << " | ";
enumerate_player_controller_mappings(m_pad_map, player);
enumerate_player_controller_mappings(m_wiimote_map, player);
ss << " |\nPing: " << player.ping << "ms\n";
ss << "Status: ";
switch (player.game_status)
{
case PlayerGameStatus::Ok:
ss << "ready";
break;
case PlayerGameStatus::NotFound:
ss << "game missing";
break;
default:
ss << "unknown";
break;
}
ss << "\n\n";
pid_list.push_back(player.pid);
}
list = ss.str();
}
// called from ---GUI--- thread
std::vector<const Player*> NetPlayClient::GetPlayers()
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::vector<const Player*> players;
for (const auto& pair : m_players)
players.push_back(&pair.second);
return players;
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_CHAT_MESSAGE);
packet << msg;
SendAsync(std::move(packet));
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_PAD_DATA);
packet << static_cast<PadMapping>(in_game_pad);
packet << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
<< pad.substickY << pad.triggerLeft << pad.triggerRight << pad.isConnected;
SendAsync(std::move(packet));
}
// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const int in_game_pad, const NetWiimote& nw)
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_WIIMOTE_DATA);
packet << static_cast<PadMapping>(in_game_pad);
packet << static_cast<u8>(nw.size());
for (auto it : nw)
{
packet << it;
}
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
void NetPlayClient::SendStartGamePacket()
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_START_GAME);
packet << m_current_game;
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
void NetPlayClient::SendStopGamePacket()
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_STOP_GAME);
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string& path)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
SendStartGamePacket();
if (m_is_running.IsSet())
{
PanicAlertT("Game is already running!");
return false;
}
m_timebase_frame = 0;
m_is_running.Set();
NetPlay_Enable(this);
ClearBuffers();
if (m_dialog->IsRecording())
{
if (Movie::IsReadOnly())
Movie::SetReadOnly(false);
u8 controllers_mask = 0;
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] > 0)
controllers_mask |= (1 << i);
if (m_wiimote_map[i] > 0)
controllers_mask |= (1 << (i + 4));
}
Movie::BeginRecordingInput(controllers_mask);
}
for (unsigned int i = 0; i < 4; ++i)
WiimoteReal::ChangeWiimoteSource(i, m_wiimote_map[i] > 0 ? WIIMOTE_SRC_EMU : WIIMOTE_SRC_NONE);
// boot game
m_dialog->BootGame(path);
UpdateDevices();
return true;
}
// 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;
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 (SerialInterface::SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[local_pad]))
{
SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], pad);
}
else
{
SerialInterface::AddDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
local_pad++;
}
else if (player_id > 0)
{
SerialInterface::AddDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
else
{
SerialInterface::AddDevice(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()
{
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
m_traversal_client->m_State == TraversalClient::Connected)
{
m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
m_traversal_client->ConnectToClient(m_host_spec);
}
else if (m_connection_state != ConnectionState::Failure &&
m_traversal_client->m_State == TraversalClient::Failure)
{
Disconnect();
m_dialog->OnTraversalError(m_traversal_client->m_FailureReason);
}
}
// 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, 0, 0);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectFailed(u8 reason)
{
m_connecting = false;
m_connection_state = ConnectionState::Failure;
switch (reason)
{
case TraversalConnectFailedClientDidntRespond:
PanicAlertT("Traversal server timed out connecting to the host");
break;
case TraversalConnectFailedClientFailure:
PanicAlertT("Server rejected traversal attempt");
break;
case TraversalConnectFailedNoSuchClient:
PanicAlertT("Invalid host");
break;
default:
PanicAlertT("Unknown error %x", reason);
break;
}
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const int pad_nb, 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, we assume the others will
// will be polled as well. To reduce latency, we poll all local
// controllers at once and then send the status to the other
// clients.
if (IsFirstInGamePad(pad_nb))
{
const int num_local_pads = NumLocalPads();
for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
{
switch (SConfig::GetInstance().m_SIDevice[local_pad])
{
case SerialInterface::SIDEVICE_WIIU_ADAPTER:
*pad_status = GCAdapter::Input(local_pad);
break;
case SerialInterface::SIDEVICE_GC_CONTROLLER:
default:
*pad_status = Pad::GetStatus(local_pad);
break;
}
int ingame_pad = LocalPadToInGamePad(local_pad);
// 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);
// send
SendPadState(ingame_pad, *pad_status);
}
}
}
// 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;
}
// called from ---CPU--- thread
bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode)
{
NetWiimote nw;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
// Only send data, if this Wiimote is mapped to this player
if (m_wiimote_map[_number] == m_local_player->pid)
{
nw.assign(data, data + size);
do
{
// add to buffer
m_wiimote_buffer[_number].Push(nw);
SendWiimoteState(_number, nw);
} while (m_wiimote_buffer[_number].Size() <=
m_target_buffer_size * 200 /
120); // TODO: add a seperate setting for wiimote buffer?
}
} // unlock players
while (m_wiimote_buffer[_number].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
// wait for receiving thread to push some data
m_wii_pad_event.Wait();
}
m_wiimote_buffer[_number].Pop(nw);
// If the reporting mode has changed, we just need to pop through the buffer,
// until we reach a good input
if (nw[1] != reporting_mode)
{
u32 tries = 0;
while (nw[1] != reporting_mode)
{
while (m_wiimote_buffer[_number].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
// wait for receiving thread to push some data
m_wii_pad_event.Wait();
}
m_wiimote_buffer[_number].Pop(nw);
++tries;
if (tries > m_target_buffer_size * 200 / 120)
break;
}
// If it still mismatches, it surely desynced
if (nw[1] != reporting_mode)
{
PanicAlertT("Netplay has desynced. There is no way to recover from this.");
return false;
}
}
memcpy(data, nw.data(), size);
return true;
}
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlayClient::StopGame()
{
m_is_running.Clear();
// stop waiting for input
m_gc_pad_event.Set();
m_wii_pad_event.Set();
NetPlay_Disable();
// stop game
m_dialog->StopGame();
return true;
}
// called from ---GUI--- thread
void NetPlayClient::Stop()
{
if (!m_is_running.IsSet())
return;
m_is_running.Clear();
// stop waiting for input
m_gc_pad_event.Set();
m_wii_pad_event.Set();
// Tell the server to stop if we have a pad mapped in game.
if (LocalPlayerHasControllerMapped())
SendStopGamePacket();
}
// called from ---GUI--- thread
bool NetPlayClient::LocalPlayerHasControllerMapped() const
{
const auto mapping_matches_player_id = [this](const PadMapping& mapping) {
return mapping == m_local_player->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::IsFirstInGamePad(int ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
[](auto mapping) { return mapping > 0; });
}
int NetPlayClient::NumLocalPads() const
{
return static_cast<int>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return mapping == m_local_player->pid;
}));
}
int NetPlayClient::InGamePadToLocalPad(int ingame_pad) const
{
// not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid)
return 4;
int local_pad = 0;
int pad = 0;
for (; pad < ingame_pad; pad++)
{
if (m_pad_map[pad] == m_local_player->pid)
local_pad++;
}
return local_pad;
}
int NetPlayClient::LocalPadToInGamePad(int local_pad) const
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (m_pad_map[ingame_pad] == m_local_player->pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
void NetPlayClient::SendTimeBase()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
u64 timebase = SystemTimers::GetFakeTimeBase();
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_TIMEBASE);
packet << static_cast<u32>(timebase);
packet << static_cast<u32>(timebase << 32);
packet << netplay_client->m_timebase_frame++;
netplay_client->SendAsync(std::move(packet));
}
bool NetPlayClient::DoAllPlayersHaveGame()
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
return std::all_of(std::begin(m_players), std::end(m_players),
[](auto entry) { return entry.second.game_status == PlayerGameStatus::Ok; });
}
void NetPlayClient::ComputeMD5(const std::string& file_identifier)
{
if (m_should_compute_MD5)
return;
m_dialog->ShowMD5Dialog(file_identifier);
m_should_compute_MD5 = true;
std::string file;
if (file_identifier == WII_SDCARD)
file = File::GetUserPath(F_WIISDCARD_IDX);
else
file = m_dialog->FindGame(file_identifier);
if (file.empty() || !File::Exists(file))
{
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_MD5_ERROR);
packet << "file not found";
Send(packet);
return;
}
m_MD5_thread = std::thread([this, file]() {
std::string sum = MD5::MD5Sum(file, [&](int progress) {
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_MD5_PROGRESS);
packet << progress;
Send(packet);
return m_should_compute_MD5;
});
sf::Packet packet;
packet << static_cast<MessageId>(NP_MSG_MD5_RESULT);
packet << sum;
Send(packet);
});
m_MD5_thread.detach();
}
// stuff hacked into dolphin
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool SerialInterface::CSIDevice_GCController::NetPlay_GetInput(int numPAD, GCPadStatus* PadStatus)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->GetNetPads(numPAD, PadStatus);
else
return false;
}
bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size, u8 reporting_mode)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->WiimoteUpdate(wiimote, data, size, reporting_mode);
else
return false;
}
// Sync the info whether a button was pressed or not. Used for the reconnect on button press feature
bool Wiimote::NetPlay_GetButtonPress(int wiimote, bool pressed)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
// Use the reporting mode 0 for the button pressed event, the real ones start at RT_REPORT_CORE
u8 data[2] = {static_cast<u8>(pressed), 0};
if (netplay_client)
{
if (netplay_client->WiimoteUpdate(wiimote, data, 2, 0))
{
return data[0];
}
PanicAlertT("Netplay has desynced in NetPlay_GetButtonPress()");
return false;
}
return pressed;
}
// 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<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return g_netplay_initial_rtc;
else
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<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->InGamePadToLocalPad(numPAD);
else
return numPAD;
}
bool NetPlay::IsNetPlayRunning()
{
return netplay_client != nullptr;
}
void NetPlay_Enable(NetPlayClient* const np)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = np;
}
void NetPlay_Disable()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = nullptr;
}