1347 lines
31 KiB
C++
1347 lines
31 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/NetPlayClient.h"
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#include <algorithm>
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#include <cstddef>
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#include <cstring>
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#include <fstream>
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#include <memory>
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#include <mutex>
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#include <sstream>
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#include <thread>
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#include <mbedtls/md5.h>
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#include "Common/CommonPaths.h"
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#include "Common/CommonTypes.h"
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#include "Common/ENetUtil.h"
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#include "Common/MD5.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Timer.h"
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#include "Common/Version.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/EXI/EXI_DeviceIPL.h"
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#include "Core/HW/SI/SI.h"
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#include "Core/HW/SI/SI_DeviceGCController.h"
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#include "Core/HW/Sram.h"
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#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
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#include "Core/HW/WiimoteReal/WiimoteReal.h"
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#include "Core/IOS/USB/Bluetooth/BTEmu.h"
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#include "Core/Movie.h"
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#include "InputCommon/GCAdapter.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoConfig.h"
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static std::mutex crit_netplay_client;
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static NetPlayClient* netplay_client = nullptr;
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NetSettings g_NetPlaySettings;
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// called from ---GUI--- thread
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NetPlayClient::~NetPlayClient()
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{
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// not perfect
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if (m_is_running.IsSet())
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StopGame();
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if (m_is_connected)
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{
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m_do_loop.Clear();
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m_thread.join();
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}
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if (m_server)
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{
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Disconnect();
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}
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if (g_MainNetHost.get() == m_client)
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{
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g_MainNetHost.release();
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}
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if (m_client)
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{
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enet_host_destroy(m_client);
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m_client = nullptr;
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}
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if (m_traversal_client)
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{
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ReleaseTraversalClient();
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}
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}
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// called from ---GUI--- thread
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NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
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const std::string& name, const NetTraversalConfig& traversal_config)
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: m_dialog(dialog), m_player_name(name)
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{
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ClearBuffers();
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if (!traversal_config.use_traversal)
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{
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// Direct Connection
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m_client = enet_host_create(nullptr, 1, 3, 0, 0);
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if (m_client == nullptr)
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{
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PanicAlertT("Couldn't Create Client");
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}
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ENetAddress addr;
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enet_address_set_host(&addr, address.c_str());
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addr.port = port;
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m_server = enet_host_connect(m_client, &addr, 3, 0);
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if (m_server == nullptr)
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{
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PanicAlertT("Couldn't create peer.");
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}
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ENetEvent netEvent;
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int net = enet_host_service(m_client, &netEvent, 5000);
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if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
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{
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if (Connect())
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{
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m_client->intercept = ENetUtil::InterceptCallback;
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m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
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}
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}
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else
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{
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PanicAlertT("Failed to Connect!");
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}
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}
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else
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{
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if (address.size() > NETPLAY_CODE_SIZE)
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{
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PanicAlertT("Host code size is to large.\nPlease recheck that you have the correct code");
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return;
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}
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if (!EnsureTraversalClient(traversal_config.traversal_host, traversal_config.traversal_port))
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return;
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m_client = g_MainNetHost.get();
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m_traversal_client = g_TraversalClient.get();
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// If we were disconnected in the background, reconnect.
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if (m_traversal_client->m_State == TraversalClient::Failure)
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m_traversal_client->ReconnectToServer();
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m_traversal_client->m_Client = this;
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m_host_spec = address;
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m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
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OnTraversalStateChanged();
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m_connecting = true;
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Common::Timer connect_timer;
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connect_timer.Start();
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while (m_connecting)
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{
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ENetEvent netEvent;
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if (m_traversal_client)
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m_traversal_client->HandleResends();
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while (enet_host_service(m_client, &netEvent, 4) > 0)
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{
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sf::Packet rpac;
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switch (netEvent.type)
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{
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case ENET_EVENT_TYPE_CONNECT:
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m_server = netEvent.peer;
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if (Connect())
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{
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m_connection_state = ConnectionState::Connected;
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m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
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}
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return;
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default:
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break;
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}
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}
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if (connect_timer.GetTimeElapsed() > 5000)
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break;
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}
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PanicAlertT("Failed To Connect!");
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}
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}
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bool NetPlayClient::Connect()
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{
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// send connect message
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sf::Packet packet;
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packet << Common::scm_rev_git_str;
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packet << Common::netplay_dolphin_ver;
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packet << m_player_name;
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Send(packet);
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enet_host_flush(m_client);
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sf::Packet rpac;
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// TODO: make this not hang
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ENetEvent netEvent;
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if (enet_host_service(m_client, &netEvent, 5000) > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
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{
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rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
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enet_packet_destroy(netEvent.packet);
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}
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else
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{
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return false;
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}
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MessageId error;
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rpac >> error;
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// got error message
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if (error)
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{
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switch (error)
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{
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case CON_ERR_SERVER_FULL:
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PanicAlertT("The server is full!");
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break;
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case CON_ERR_VERSION_MISMATCH:
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PanicAlertT("The server and client's NetPlay versions are incompatible!");
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break;
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case CON_ERR_GAME_RUNNING:
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PanicAlertT("The server responded: the game is currently running!");
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break;
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default:
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PanicAlertT("The server sent an unknown error message!");
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break;
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}
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Disconnect();
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return false;
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}
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else
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{
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rpac >> m_pid;
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Player player;
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player.name = m_player_name;
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player.pid = m_pid;
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player.revision = Common::netplay_dolphin_ver;
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// add self to player list
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m_players[m_pid] = player;
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m_local_player = &m_players[m_pid];
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m_dialog->Update();
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m_is_connected = true;
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return true;
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}
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayClient::OnData(sf::Packet& packet)
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{
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MessageId mid;
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packet >> mid;
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switch (mid)
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{
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case NP_MSG_PLAYER_JOIN:
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{
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Player player;
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packet >> player.pid;
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packet >> player.name;
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packet >> player.revision;
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players[player.pid] = player;
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}
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m_dialog->Update();
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}
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break;
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case NP_MSG_PLAYER_LEAVE:
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{
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PlayerId pid;
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packet >> pid;
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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m_players.erase(m_players.find(pid));
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}
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m_dialog->Update();
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}
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break;
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case NP_MSG_CHAT_MESSAGE:
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{
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PlayerId pid;
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packet >> pid;
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std::string msg;
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packet >> msg;
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// don't need lock to read in this thread
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const Player& player = m_players[pid];
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// add to gui
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std::ostringstream ss;
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ss << player.name << '[' << (char)(pid + '0') << "]: " << msg;
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m_dialog->AppendChat(ss.str());
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}
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break;
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case NP_MSG_PAD_MAPPING:
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{
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for (PadMapping& mapping : m_pad_map)
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{
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packet >> mapping;
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}
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UpdateDevices();
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m_dialog->Update();
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}
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break;
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case NP_MSG_WIIMOTE_MAPPING:
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{
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for (PadMapping& mapping : m_wiimote_map)
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{
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packet >> mapping;
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}
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m_dialog->Update();
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}
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break;
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case NP_MSG_PAD_DATA:
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{
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PadMapping map = 0;
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GCPadStatus pad;
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packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
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pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
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// Trusting server for good map value (>=0 && <4)
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// add to pad buffer
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m_pad_buffer.at(map).Push(pad);
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m_gc_pad_event.Set();
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}
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break;
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case NP_MSG_WIIMOTE_DATA:
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{
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PadMapping map = 0;
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NetWiimote nw;
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u8 size;
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packet >> map >> size;
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nw.resize(size);
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for (unsigned int i = 0; i < size; ++i)
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packet >> nw[i];
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// Trusting server for good map value (>=0 && <4)
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// add to Wiimote buffer
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m_wiimote_buffer.at(map).Push(nw);
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m_wii_pad_event.Set();
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}
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break;
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case NP_MSG_PAD_BUFFER:
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{
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u32 size = 0;
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packet >> size;
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m_target_buffer_size = size;
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m_dialog->OnPadBufferChanged(size);
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}
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break;
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case NP_MSG_CHANGE_GAME:
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{
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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packet >> m_selected_game;
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}
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// update gui
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m_dialog->OnMsgChangeGame(m_selected_game);
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sf::Packet game_status_packet;
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game_status_packet << static_cast<MessageId>(NP_MSG_GAME_STATUS);
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PlayerGameStatus status = m_dialog->FindGame(m_selected_game).empty() ?
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PlayerGameStatus::NotFound :
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PlayerGameStatus::Ok;
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game_status_packet << static_cast<u32>(status);
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Send(game_status_packet);
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}
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break;
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case NP_MSG_GAME_STATUS:
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{
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PlayerId pid;
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packet >> pid;
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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Player& player = m_players[pid];
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u32 status;
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packet >> status;
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player.game_status = static_cast<PlayerGameStatus>(status);
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}
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m_dialog->Update();
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}
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break;
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case NP_MSG_START_GAME:
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{
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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packet >> m_current_game;
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packet >> g_NetPlaySettings.m_CPUthread;
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packet >> g_NetPlaySettings.m_CPUcore;
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packet >> g_NetPlaySettings.m_EnableCheats;
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packet >> g_NetPlaySettings.m_SelectedLanguage;
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packet >> g_NetPlaySettings.m_OverrideGCLanguage;
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packet >> g_NetPlaySettings.m_ProgressiveScan;
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packet >> g_NetPlaySettings.m_PAL60;
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packet >> g_NetPlaySettings.m_DSPEnableJIT;
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packet >> g_NetPlaySettings.m_DSPHLE;
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packet >> g_NetPlaySettings.m_WriteToMemcard;
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packet >> g_NetPlaySettings.m_CopyWiiSave;
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packet >> g_NetPlaySettings.m_OCEnable;
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packet >> g_NetPlaySettings.m_OCFactor;
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int tmp;
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packet >> tmp;
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g_NetPlaySettings.m_EXIDevice[0] = static_cast<ExpansionInterface::TEXIDevices>(tmp);
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packet >> tmp;
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g_NetPlaySettings.m_EXIDevice[1] = static_cast<ExpansionInterface::TEXIDevices>(tmp);
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u32 time_low, time_high;
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packet >> time_low;
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packet >> time_high;
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g_netplay_initial_rtc = time_low | ((u64)time_high << 32);
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}
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m_dialog->OnMsgStartGame();
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}
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break;
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case NP_MSG_STOP_GAME:
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case NP_MSG_DISABLE_GAME:
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{
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StopGame();
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m_dialog->OnMsgStopGame();
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}
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break;
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case NP_MSG_PING:
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{
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u32 ping_key = 0;
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packet >> ping_key;
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sf::Packet response_packet;
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response_packet << static_cast<MessageId>(NP_MSG_PONG);
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response_packet << ping_key;
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Send(response_packet);
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}
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break;
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case NP_MSG_PLAYER_PING_DATA:
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{
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PlayerId pid;
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packet >> pid;
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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Player& player = m_players[pid];
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packet >> player.ping;
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}
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DisplayPlayersPing();
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m_dialog->Update();
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}
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break;
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case NP_MSG_DESYNC_DETECTED:
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{
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int pid_to_blame;
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u32 frame;
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packet >> pid_to_blame;
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packet >> frame;
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std::string player = "??";
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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{
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auto it = m_players.find(pid_to_blame);
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if (it != m_players.end())
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player = it->second.name;
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}
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m_dialog->OnDesync(frame, player);
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}
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break;
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case NP_MSG_SYNC_GC_SRAM:
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{
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u8 sram[sizeof(g_SRAM.p_SRAM)];
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for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
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{
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packet >> sram[i];
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}
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM));
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g_SRAM_netplay_initialized = true;
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}
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}
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break;
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case NP_MSG_COMPUTE_MD5:
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{
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std::string file_identifier;
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packet >> file_identifier;
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ComputeMD5(file_identifier);
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}
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break;
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case NP_MSG_MD5_PROGRESS:
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{
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PlayerId pid;
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int progress;
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packet >> pid;
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packet >> progress;
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m_dialog->SetMD5Progress(pid, progress);
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}
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break;
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case NP_MSG_MD5_RESULT:
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{
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PlayerId pid;
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std::string result;
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packet >> pid;
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packet >> result;
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m_dialog->SetMD5Result(pid, result);
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}
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break;
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case NP_MSG_MD5_ERROR:
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{
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PlayerId pid;
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std::string error;
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packet >> pid;
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packet >> error;
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m_dialog->SetMD5Result(pid, error);
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}
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break;
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case NP_MSG_MD5_ABORT:
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{
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m_should_compute_MD5 = false;
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m_dialog->AbortMD5();
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}
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break;
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default:
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PanicAlertT("Unknown message received with id : %d", mid);
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break;
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}
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return 0;
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}
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void NetPlayClient::Send(const sf::Packet& packet)
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{
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ENetPacket* epac =
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enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(m_server, 0, epac);
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}
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void NetPlayClient::DisplayPlayersPing()
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{
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if (!g_ActiveConfig.bShowNetPlayPing)
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return;
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OSD::AddTypedMessage(OSD::MessageType::NetPlayPing,
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StringFromFormat("Ping: %u", GetPlayersMaxPing()), OSD::Duration::SHORT,
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OSD::Color::CYAN);
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}
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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;
|
|
}
|