dolphin/Source/Core/Core/NetPlayServer.cpp

2140 lines
55 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/NetPlayServer.h"
#include <algorithm>
#include <chrono>
#include <cinttypes>
#include <cstddef>
#include <cstdio>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <thread>
#include <type_traits>
#include <unordered_set>
#include <vector>
#include <fmt/format.h>
#include <lzo/lzo1x.h>
#include "Common/CommonPaths.h"
#include "Common/ENetUtil.h"
#include "Common/File.h"
#include "Common/FileUtil.h"
#include "Common/HttpRequest.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/SFMLHelper.h"
#include "Common/StringUtil.h"
#include "Common/UPnP.h"
#include "Common/Version.h"
#include "Core/ActionReplay.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/HW/GCMemcard/GCMemcardDirectory.h"
#include "Core/HW/GCMemcard/GCMemcardRaw.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/ES/ES.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/IOS/IOS.h"
#include "Core/IOS/Uids.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "DiscIO/Enums.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/GCPadStatus.h"
#include "InputCommon/InputConfig.h"
#include "UICommon/GameFile.h"
#if !defined(_WIN32)
#include <sys/socket.h>
#include <sys/types.h>
#ifdef __HAIKU__
#define _BSD_SOURCE
#include <bsd/ifaddrs.h>
#elif !defined ANDROID
#include <ifaddrs.h>
#endif
#include <arpa/inet.h>
#endif
namespace NetPlay
{
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_chunked_data_event.Set();
m_chunked_data_complete_event.Set();
if (m_chunked_data_thread.joinable())
m_chunked_data_thread.join();
m_thread.join();
enet_host_destroy(m_server);
if (g_MainNetHost.get() == m_server)
{
g_MainNetHost.release();
}
if (m_traversal_client)
{
g_TraversalClient->m_Client = nullptr;
ReleaseTraversalClient();
}
}
#ifdef USE_UPNP
UPnP::StopPortmapping();
#endif
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port, const bool forward_port, NetPlayUI* dialog,
const NetTraversalConfig& traversal_config)
: m_dialog(dialog)
{
//--use server time
if (enet_initialize() != 0)
{
PanicAlertT("Enet Didn't Initialize");
}
m_pad_map.fill(0);
m_wiimote_map.fill(0);
if (traversal_config.use_traversal)
{
if (!EnsureTraversalClient(traversal_config.traversal_host, traversal_config.traversal_port,
port))
return;
g_TraversalClient->m_Client = this;
m_traversal_client = g_TraversalClient.get();
m_server = g_MainNetHost.get();
if (g_TraversalClient->GetState() == TraversalClient::Failure)
g_TraversalClient->ReconnectToServer();
}
else
{
ENetAddress serverAddr;
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, CHANNEL_COUNT, 0, 0);
if (m_server != nullptr)
m_server->intercept = ENetUtil::InterceptCallback;
SetupIndex();
}
if (m_server != nullptr)
{
is_connected = true;
m_do_loop = true;
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
m_chunked_data_thread = std::thread(&NetPlayServer::ChunkedDataThreadFunc, this);
#ifdef USE_UPNP
if (forward_port)
UPnP::TryPortmapping(port);
#endif
}
}
static PlayerId* PeerPlayerId(ENetPeer* peer)
{
return static_cast<PlayerId*>(peer->data);
}
static void ClearPeerPlayerId(ENetPeer* peer)
{
if (peer->data)
{
delete PeerPlayerId(peer);
peer->data = nullptr;
}
}
void NetPlayServer::SetupIndex()
{
if (!Config::Get(Config::NETPLAY_USE_INDEX) || Config::Get(Config::NETPLAY_INDEX_NAME).empty() ||
Config::Get(Config::NETPLAY_INDEX_REGION).empty())
{
return;
}
NetPlaySession session;
session.name = Config::Get(Config::NETPLAY_INDEX_NAME);
session.region = Config::Get(Config::NETPLAY_INDEX_REGION);
session.has_password = !Config::Get(Config::NETPLAY_INDEX_PASSWORD).empty();
session.method = m_traversal_client ? "traversal" : "direct";
session.game_id = m_selected_game.empty() ? "UNKNOWN" : m_selected_game;
session.player_count = static_cast<int>(m_players.size());
session.in_game = m_is_running;
session.port = GetPort();
if (m_traversal_client)
{
if (m_traversal_client->GetState() != TraversalClient::Connected)
return;
session.server_id = std::string(g_TraversalClient->GetHostID().data(), 8);
}
else
{
Common::HttpRequest request;
// ENet does not support IPv6, so IPv4 has to be used
request.UseIPv4();
Common::HttpRequest::Response response =
request.Get("https://ip.dolphin-emu.org/", {{"X-Is-Dolphin", "1"}});
if (!response.has_value())
return;
session.server_id = std::string(response->begin(), response->end());
}
session.EncryptID(Config::Get(Config::NETPLAY_INDEX_PASSWORD));
bool success = m_index.Add(session);
if (m_dialog != nullptr)
m_dialog->OnIndexAdded(success, success ? "" : m_index.GetLastError());
m_index.SetErrorCallback([this] {
if (m_dialog != nullptr)
m_dialog->OnIndexRefreshFailed(m_index.GetLastError());
});
}
// called from ---NETPLAY--- thread
void NetPlayServer::ThreadFunc()
{
while (m_do_loop)
{
// update pings every so many seconds
if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
{
m_ping_key = Common::Timer::GetTimeMs();
sf::Packet spac;
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
m_ping_timer.Start();
SendToClients(spac);
m_index.SetPlayerCount(static_cast<int>(m_players.size()));
m_index.SetGame(m_selected_game);
m_index.SetInGame(m_is_running);
m_update_pings = false;
}
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 1000);
while (!m_async_queue.Empty())
{
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto& e = m_async_queue.Front();
if (e.target_mode == TargetMode::Only)
{
if (m_players.find(e.target_pid) != m_players.end())
Send(m_players.at(e.target_pid).socket, e.packet, e.channel_id);
}
else
{
SendToClients(e.packet, e.target_pid, e.channel_id);
}
}
m_async_queue.Pop();
}
if (net > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
// Actual client initialization is deferred to the receive event, so here
// we'll just log the new connection.
INFO_LOG(NETPLAY, "Peer connected from: %x:%u", netEvent.peer->address.host,
netEvent.peer->address.port);
}
break;
case ENET_EVENT_TYPE_RECEIVE:
{
sf::Packet rpac;
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
if (!netEvent.peer->data)
{
// uninitialized client, we'll assume this is their initialization packet
unsigned int error;
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(netEvent.peer, rpac);
}
if (error)
{
sf::Packet spac;
spac << static_cast<MessageId>(error);
// don't need to lock, this client isn't in the client map
Send(netEvent.peer, spac);
ClearPeerPlayerId(netEvent.peer);
enet_peer_disconnect_later(netEvent.peer, 0);
}
}
else
{
auto it = m_players.find(*PeerPlayerId(netEvent.peer));
Client& client = it->second;
if (OnData(rpac, client) != 0)
{
// if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
ClearPeerPlayerId(netEvent.peer);
}
}
enet_packet_destroy(netEvent.packet);
}
break;
case ENET_EVENT_TYPE_DISCONNECT:
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
if (!netEvent.peer->data)
break;
auto it = m_players.find(*PeerPlayerId(netEvent.peer));
if (it != m_players.end())
{
Client& client = it->second;
OnDisconnect(client);
ClearPeerPlayerId(netEvent.peer);
}
}
break;
default:
break;
}
}
}
// close listening socket and client sockets
for (auto& player_entry : m_players)
{
ClearPeerPlayerId(player_entry.second.socket);
enet_peer_disconnect(player_entry.second.socket, 0);
}
} // namespace NetPlay
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
{
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
socket->data = new PlayerId(pid);
std::string npver;
rpac >> npver;
// Dolphin netplay version
if (npver != Common::scm_rev_git_str)
return CON_ERR_VERSION_MISMATCH;
// game is currently running or game start is pending
if (m_is_running || m_start_pending)
return CON_ERR_GAME_RUNNING;
// too many players
if (m_players.size() >= 255)
return CON_ERR_SERVER_FULL;
Client player;
player.pid = pid;
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
if (StringUTF8CodePointCount(player.name) > MAX_NAME_LENGTH)
return CON_ERR_NAME_TOO_LONG;
// cause pings to be updated
m_update_pings = true;
// try to automatically assign new user a pad
for (PlayerId& mapping : m_pad_map)
{
if (mapping == 0)
{
mapping = player.pid;
break;
}
}
// send join message to already connected clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.clear();
spac << static_cast<MessageId>(0);
spac << player.pid;
Send(player.socket, spac);
// send new client the selected game
if (!m_selected_game.empty())
{
spac.clear();
spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
spac << m_selected_game;
Send(player.socket, spac);
}
if (!m_host_input_authority)
{
// send the pad buffer value
spac.clear();
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
Send(player.socket, spac);
}
// send input authority state
spac.clear();
spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
spac << m_host_input_authority;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
spac.clear();
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << p.second.pid << static_cast<u32>(p.second.game_status);
Send(player.socket, spac);
}
if (Config::Get(Config::NETPLAY_ENABLE_QOS))
player.qos_session = Common::QoSSession(player.socket);
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.emplace(*PeerPlayerId(player.socket), std::move(player));
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(const Client& player)
{
const PlayerId pid = player.pid;
if (m_is_running)
{
for (PlayerId& mapping : m_pad_map)
{
if (mapping == pid && pid != 1)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
SendToClients(spac);
break;
}
}
}
if (m_start_pending)
{
ChunkedDataAbort();
m_dialog->OnGameStartAborted();
m_start_pending = false;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
enet_peer_disconnect(player.socket, 0);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto it = m_players.find(player.pid);
if (it != m_players.end())
m_players.erase(it);
// alert other players of disconnect
SendToClients(spac);
for (PlayerId& mapping : m_pad_map)
{
if (mapping == pid)
{
mapping = 0;
UpdatePadMapping();
}
}
for (PlayerId& mapping : m_wiimote_map)
{
if (mapping == pid)
{
mapping = 0;
UpdateWiimoteMapping();
}
}
return 0;
}
// called from ---GUI--- thread
PadMappingArray NetPlayServer::GetPadMapping() const
{
return m_pad_map;
}
PadMappingArray NetPlayServer::GetWiimoteMapping() const
{
return m_wiimote_map;
}
// called from ---GUI--- thread
void NetPlayServer::SetPadMapping(const PadMappingArray& mappings)
{
m_pad_map = mappings;
UpdatePadMapping();
}
// called from ---GUI--- thread
void NetPlayServer::SetWiimoteMapping(const PadMappingArray& mappings)
{
m_wiimote_map = mappings;
UpdateWiimoteMapping();
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::UpdatePadMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_MAPPING;
for (PlayerId mapping : m_pad_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---NETPLAY--- thread
void NetPlayServer::UpdateWiimoteMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
for (PlayerId mapping : m_wiimote_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_target_buffer_size = size;
// not needed on clients with host input authority
if (!m_host_input_authority)
{
// tell clients to change buffer size
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
SendAsyncToClients(std::move(spac));
}
}
void NetPlayServer::SetHostInputAuthority(const bool enable)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_host_input_authority = enable;
// tell clients about the new value
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
spac << m_host_input_authority;
SendAsyncToClients(std::move(spac));
// resend pad buffer to clients when disabled
if (!m_host_input_authority)
AdjustPadBufferSize(m_target_buffer_size);
}
void NetPlayServer::SendAsync(sf::Packet&& packet, const PlayerId pid, const u8 channel_id)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(AsyncQueueEntry{std::move(packet), pid, TargetMode::Only, channel_id});
}
ENetUtil::WakeupThread(m_server);
}
void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_pid,
const u8 channel_id)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(
AsyncQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, channel_id});
}
ENetUtil::WakeupThread(m_server);
}
void NetPlayServer::SendChunked(sf::Packet&& packet, const PlayerId pid, const std::string& title)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
m_chunked_data_queue.Push(
ChunkedDataQueueEntry{std::move(packet), pid, TargetMode::Only, title});
}
m_chunked_data_event.Set();
}
void NetPlayServer::SendChunkedToClients(sf::Packet&& packet, const PlayerId skip_pid,
const std::string& title)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
m_chunked_data_queue.Push(
ChunkedDataQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, title});
}
m_chunked_data_event.Set();
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
MessageId mid;
packet >> mid;
INFO_LOG(NETPLAY, "Got client message: %x", mid);
// don't need lock because this is the only thread that modifies the players
// only need locks for writes to m_players in this thread
switch (mid)
{
case NP_MSG_CHAT_MESSAGE:
{
std::string msg;
packet >> msg;
// send msg to other clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << player.pid;
spac << msg;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_CHUNKED_DATA_PROGRESS:
{
u32 cid;
packet >> cid;
u64 progress = Common::PacketReadU64(packet);
m_dialog->SetChunkedProgress(player.pid, progress);
}
break;
case NP_MSG_CHUNKED_DATA_COMPLETE:
{
u32 cid;
packet >> cid;
if (m_chunked_data_complete_count.find(cid) != m_chunked_data_complete_count.end())
{
m_chunked_data_complete_count[cid]++;
m_chunked_data_complete_event.Set();
}
}
break;
case NP_MSG_PAD_DATA:
{
// if this is pad data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
sf::Packet spac;
spac << static_cast<MessageId>(m_host_input_authority ? NP_MSG_PAD_HOST_DATA : NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
// If the data is not from the correct player,
// then disconnect them.
if (m_pad_map.at(map) != player.pid)
{
return 1;
}
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
if (m_host_input_authority)
{
// Prevent crash before game stop if the golfer disconnects
if (m_current_golfer != 0 && m_players.find(m_current_golfer) != m_players.end())
Send(m_players.at(m_current_golfer).socket, spac);
}
else
{
SendToClients(spac, player.pid);
}
}
break;
case NP_MSG_PAD_HOST_DATA:
{
// Kick player if they're not the golfer.
if (m_current_golfer != 0 && player.pid != m_current_golfer)
return 1;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
SendToClients(spac, player.pid);
}
break;
case NP_MSG_WIIMOTE_DATA:
{
// if this is Wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadIndex map;
u8 size;
packet >> map >> size;
std::vector<u8> data(size);
for (u8& byte : data)
packet >> byte;
// If the data is not from the correct player,
// then disconnect them.
if (m_wiimote_map.at(map) != player.pid)
{
return 1;
}
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << map;
spac << size;
for (const u8& byte : data)
spac << byte;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_GOLF_REQUEST:
{
PlayerId pid;
packet >> pid;
// Check if player ID is valid and sender isn't a spectator
if (!m_players.count(pid) || !PlayerHasControllerMapped(player.pid))
break;
if (m_host_input_authority && m_settings.m_GolfMode && m_pending_golfer == 0 &&
m_current_golfer != pid && PlayerHasControllerMapped(pid))
{
m_pending_golfer = pid;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_PREPARE);
Send(m_players[pid].socket, spac);
}
}
break;
case NP_MSG_GOLF_RELEASE:
{
if (m_pending_golfer == 0)
break;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_SWITCH);
spac << static_cast<PlayerId>(m_pending_golfer);
SendToClients(spac);
}
break;
case NP_MSG_GOLF_ACQUIRE:
{
if (m_pending_golfer == 0)
break;
m_current_golfer = m_pending_golfer;
m_pending_golfer = 0;
}
break;
case NP_MSG_GOLF_PREPARE:
{
if (m_pending_golfer == 0)
break;
m_current_golfer = 0;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_SWITCH);
spac << static_cast<PlayerId>(0);
SendToClients(spac);
}
break;
case NP_MSG_PONG:
{
const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
player.ping = ping;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
spac << player.pid;
spac << player.ping;
SendToClients(spac);
}
break;
case NP_MSG_START_GAME:
{
packet >> player.current_game;
}
break;
case NP_MSG_STOP_GAME:
{
if (!m_is_running)
break;
m_is_running = false;
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
}
break;
case NP_MSG_GAME_STATUS:
{
u32 status;
packet >> status;
m_players[player.pid].game_status = static_cast<PlayerGameStatus>(status);
// send msg to other clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << player.pid;
spac << status;
SendToClients(spac);
}
break;
case NP_MSG_IPL_STATUS:
{
bool status;
packet >> status;
m_players[player.pid].has_ipl_dump = status;
}
break;
case NP_MSG_POWER_BUTTON:
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_POWER_BUTTON);
SendToClients(spac, player.pid);
}
break;
case NP_MSG_TIMEBASE:
{
u64 timebase = Common::PacketReadU64(packet);
u32 frame;
packet >> frame;
if (m_desync_detected)
break;
std::vector<std::pair<PlayerId, u64>>& timebases = m_timebase_by_frame[frame];
timebases.emplace_back(player.pid, timebase);
if (timebases.size() >= m_players.size())
{
// we have all records for this frame
if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> pair) {
return pair.second == timebases[0].second;
}))
{
int pid_to_blame = 0;
for (auto pair : timebases)
{
if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> other) {
return other.first == pair.first || other.second != pair.second;
}))
{
// we are the only outlier
pid_to_blame = pair.first;
break;
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_DESYNC_DETECTED;
spac << pid_to_blame;
spac << frame;
SendToClients(spac);
m_desync_detected = true;
}
m_timebase_by_frame.erase(frame);
}
}
break;
case NP_MSG_MD5_PROGRESS:
{
int progress;
packet >> progress;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_PROGRESS);
spac << player.pid;
spac << progress;
SendToClients(spac);
}
break;
case NP_MSG_MD5_RESULT:
{
std::string result;
packet >> result;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_RESULT);
spac << player.pid;
spac << result;
SendToClients(spac);
}
break;
case NP_MSG_MD5_ERROR:
{
std::string error;
packet >> error;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ERROR);
spac << player.pid;
spac << error;
SendToClients(spac);
}
break;
case NP_MSG_SYNC_SAVE_DATA:
{
MessageId sub_id;
packet >> sub_id;
switch (sub_id)
{
case SYNC_SAVE_DATA_SUCCESS:
{
if (m_start_pending)
{
m_save_data_synced_players++;
if (m_save_data_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(Common::GetStringT("All players' saves synchronized."));
// Saves are synced, check if codes are as well and attempt to start the game
m_saves_synced = true;
CheckSyncAndStartGame();
}
}
}
break;
case SYNC_SAVE_DATA_FAILURE:
{
m_dialog->AppendChat(
fmt::format(Common::GetStringT("{} failed to synchronize."), player.name));
m_dialog->OnGameStartAborted();
ChunkedDataAbort();
m_start_pending = false;
}
break;
default:
PanicAlertT(
"Unknown SYNC_SAVE_DATA message with id:%d received from player:%d Kicking player!",
sub_id, player.pid);
return 1;
}
}
break;
case NP_MSG_SYNC_CODES:
{
// Receive Status of Code Sync
MessageId sub_id;
packet >> sub_id;
// Check If Code Sync was successful or not
switch (sub_id)
{
case SYNC_CODES_SUCCESS:
{
if (m_start_pending)
{
if (++m_codes_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(Common::GetStringT("All players' codes synchronized."));
// Codes are synced, check if saves are as well and attempt to start the game
m_codes_synced = true;
CheckSyncAndStartGame();
}
}
}
break;
case SYNC_CODES_FAILURE:
{
m_dialog->AppendChat(
fmt::format(Common::GetStringT("{} failed to synchronize codes."), player.name));
m_dialog->OnGameStartAborted();
m_start_pending = false;
}
break;
default:
PanicAlertT(
"Unknown SYNC_GECKO_CODES message with id:%d received from player:%d Kicking player!",
sub_id, player.pid);
return 1;
}
}
break;
default:
PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid,
player.pid);
// unknown message, kick the client
return 1;
}
return 0;
}
void NetPlayServer::OnTraversalStateChanged()
{
const TraversalClient::State state = m_traversal_client->GetState();
if (g_TraversalClient->GetHostID()[0] != '\0')
SetupIndex();
if (!m_dialog)
return;
if (state == TraversalClient::Failure)
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
m_dialog->OnTraversalStateChanged(state);
}
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_CHAT_MESSAGE);
spac << static_cast<PlayerId>(0); // server id always 0
spac << msg;
SendAsyncToClients(std::move(spac));
}
// called from ---GUI--- thread
bool NetPlayServer::ChangeGame(const std::string& game)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_selected_game = game;
// send changed game to clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
spac << game;
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::ComputeMD5(const std::string& file_identifier)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_COMPUTE_MD5);
spac << file_identifier;
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::AbortMD5()
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ABORT);
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
void NetPlayServer::SetNetSettings(const NetSettings& settings)
{
m_settings = settings;
}
bool NetPlayServer::DoAllPlayersHaveIPLDump() const
{
return std::all_of(m_players.begin(), m_players.end(),
[](const auto& p) { return p.second.has_ipl_dump; });
}
// called from ---GUI--- thread
bool NetPlayServer::RequestStartGame()
{
bool start_now = true;
if (m_settings.m_SyncSaveData && m_players.size() > 1)
{
start_now = false;
m_start_pending = true;
if (!SyncSaveData())
{
PanicAlertT("Error synchronizing save data!");
m_start_pending = false;
return false;
}
}
// Check To Send Codes to Clients
if (m_settings.m_SyncCodes && m_players.size() > 1)
{
start_now = false;
m_start_pending = true;
if (!SyncCodes())
{
PanicAlertT("Error synchronizing cheat codes!");
m_start_pending = false;
return false;
}
}
if (start_now)
{
return StartGame();
}
return true;
}
// called from multiple threads
bool NetPlayServer::StartGame()
{
m_timebase_by_frame.clear();
m_desync_detected = false;
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_current_game = Common::Timer::GetTimeMs();
// no change, just update with clients
if (!m_host_input_authority)
AdjustPadBufferSize(m_target_buffer_size);
m_current_golfer = 1;
m_pending_golfer = 0;
const sf::Uint64 initial_rtc = GetInitialNetPlayRTC();
const std::string region = SConfig::GetDirectoryForRegion(
SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game)->GetRegion()));
// sync GC SRAM with clients
if (!g_SRAM_netplay_initialized)
{
SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
InitSRAM();
g_SRAM_netplay_initialized = true;
}
sf::Packet srampac;
srampac << static_cast<MessageId>(NP_MSG_SYNC_GC_SRAM);
for (size_t i = 0; i < sizeof(g_SRAM) - offsetof(Sram, settings); ++i)
{
srampac << g_SRAM[offsetof(Sram, settings) + i];
}
SendAsyncToClients(std::move(srampac), 1);
// tell clients to start game
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_START_GAME);
spac << m_current_game;
spac << m_settings.m_CPUthread;
spac << static_cast<std::underlying_type_t<PowerPC::CPUCore>>(m_settings.m_CPUcore);
spac << m_settings.m_EnableCheats;
spac << m_settings.m_SelectedLanguage;
spac << m_settings.m_OverrideRegionSettings;
spac << m_settings.m_ProgressiveScan;
spac << m_settings.m_PAL60;
spac << m_settings.m_DSPEnableJIT;
spac << m_settings.m_DSPHLE;
spac << m_settings.m_WriteToMemcard;
spac << m_settings.m_CopyWiiSave;
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
for (auto& device : m_settings.m_EXIDevice)
spac << device;
spac << m_settings.m_EFBAccessEnable;
spac << m_settings.m_BBoxEnable;
spac << m_settings.m_ForceProgressive;
spac << m_settings.m_EFBToTextureEnable;
spac << m_settings.m_XFBToTextureEnable;
spac << m_settings.m_DisableCopyToVRAM;
spac << m_settings.m_ImmediateXFBEnable;
spac << m_settings.m_EFBEmulateFormatChanges;
spac << m_settings.m_SafeTextureCacheColorSamples;
spac << m_settings.m_PerfQueriesEnable;
spac << m_settings.m_FPRF;
spac << m_settings.m_AccurateNaNs;
spac << m_settings.m_SyncOnSkipIdle;
spac << m_settings.m_SyncGPU;
spac << m_settings.m_SyncGpuMaxDistance;
spac << m_settings.m_SyncGpuMinDistance;
spac << m_settings.m_SyncGpuOverclock;
spac << m_settings.m_JITFollowBranch;
spac << m_settings.m_FastDiscSpeed;
spac << m_settings.m_MMU;
spac << m_settings.m_Fastmem;
spac << m_settings.m_SkipIPL;
spac << m_settings.m_LoadIPLDump;
spac << m_settings.m_VertexRounding;
spac << m_settings.m_InternalResolution;
spac << m_settings.m_EFBScaledCopy;
spac << m_settings.m_FastDepthCalc;
spac << m_settings.m_EnablePixelLighting;
spac << m_settings.m_WidescreenHack;
spac << m_settings.m_ForceFiltering;
spac << m_settings.m_MaxAnisotropy;
spac << m_settings.m_ForceTrueColor;
spac << m_settings.m_DisableCopyFilter;
spac << m_settings.m_DisableFog;
spac << m_settings.m_ArbitraryMipmapDetection;
spac << m_settings.m_ArbitraryMipmapDetectionThreshold;
spac << m_settings.m_EnableGPUTextureDecoding;
spac << m_settings.m_DeferEFBCopies;
spac << m_settings.m_EFBAccessTileSize;
spac << m_settings.m_EFBAccessDeferInvalidation;
spac << m_settings.m_StrictSettingsSync;
spac << initial_rtc;
spac << m_settings.m_SyncSaveData;
spac << region;
spac << m_settings.m_SyncCodes;
spac << m_settings.m_SyncAllWiiSaves;
for (size_t i = 0; i < m_settings.m_WiimoteExtension.size(); i++)
{
const int extension =
static_cast<ControllerEmu::Attachments*>(
static_cast<WiimoteEmu::Wiimote*>(Wiimote::GetConfig()->GetController(int(i)))
->GetWiimoteGroup(WiimoteEmu::WiimoteGroup::Attachments))
->GetSelectedAttachment();
spac << extension;
}
spac << m_settings.m_GolfMode;
SendAsyncToClients(std::move(spac));
m_start_pending = false;
m_is_running = true;
return true;
}
void NetPlayServer::AbortGameStart()
{
if (m_start_pending)
{
m_dialog->OnGameStartAborted();
ChunkedDataAbort();
m_start_pending = false;
}
}
// called from ---GUI--- thread
bool NetPlayServer::SyncSaveData()
{
// We're about to sync saves, so set m_saves_synced to false (waits to start game)
m_saves_synced = false;
m_save_data_synced_players = 0;
u8 save_count = 0;
constexpr size_t exi_device_count = 2;
for (size_t i = 0; i < exi_device_count; i++)
{
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD ||
SConfig::GetInstance().m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
save_count++;
}
}
const auto game = m_dialog->FindGameFile(m_selected_game);
if (game == nullptr)
{
PanicAlertT("Selected game doesn't exist in game list!");
return false;
}
bool wii_save = false;
if (m_settings.m_CopyWiiSave && (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
game->GetPlatform() == DiscIO::Platform::WiiWAD ||
game->GetPlatform() == DiscIO::Platform::ELFOrDOL))
{
wii_save = true;
save_count++;
}
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_NOTIFY);
pac << save_count;
// send this on the chunked data channel to ensure it's sequenced properly
SendAsyncToClients(std::move(pac), 0, CHUNKED_DATA_CHANNEL);
}
if (save_count == 0)
return true;
const std::string region =
SConfig::GetDirectoryForRegion(SConfig::ToGameCubeRegion(game->GetRegion()));
for (size_t i = 0; i < exi_device_count; i++)
{
const bool is_slot_a = i == 0;
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD)
{
std::string path = is_slot_a ? Config::Get(Config::MAIN_MEMCARD_A_PATH) :
Config::Get(Config::MAIN_MEMCARD_B_PATH);
MemoryCard::CheckPath(path, region, is_slot_a);
bool mc251;
IniFile gameIni = SConfig::LoadGameIni(game->GetGameID(), game->GetRevision());
gameIni.GetOrCreateSection("Core")->Get("MemoryCard251", &mc251, false);
if (mc251)
path.insert(path.find_last_of('.'), ".251");
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_RAW);
pac << is_slot_a << region << mc251;
if (File::Exists(path))
{
if (!CompressFileIntoPacket(path, pac))
return false;
}
else
{
// No file, so we'll say the size is 0
pac << sf::Uint64{0};
}
SendChunkedToClients(std::move(pac), 1,
fmt::format("Memory Card {} Synchronization", is_slot_a ? 'A' : 'B'));
}
else if (SConfig::GetInstance().m_EXIDevice[i] ==
ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
const std::string path = File::GetUserPath(D_GCUSER_IDX) + region + DIR_SEP +
fmt::format("Card {}", is_slot_a ? 'A' : 'B');
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_GCI);
pac << is_slot_a;
if (File::IsDirectory(path))
{
std::vector<std::string> files =
GCMemcardDirectory::GetFileNamesForGameID(path + DIR_SEP, game->GetGameID());
pac << static_cast<u8>(files.size());
for (const std::string& file : files)
{
pac << file.substr(file.find_last_of('/') + 1);
if (!CompressFileIntoPacket(file, pac))
return false;
}
}
else
{
pac << static_cast<u8>(0);
}
SendChunkedToClients(std::move(pac), 1,
fmt::format("GCI Folder {} Synchronization", is_slot_a ? 'A' : 'B'));
}
}
if (wii_save)
{
const auto configured_fs = IOS::HLE::FS::MakeFileSystem(IOS::HLE::FS::Location::Configured);
std::vector<std::pair<u64, WiiSave::StoragePointer>> saves;
if (m_settings.m_SyncAllWiiSaves)
{
IOS::HLE::Kernel ios;
for (const u64 title : ios.GetES()->GetInstalledTitles())
{
auto save = WiiSave::MakeNandStorage(configured_fs.get(), title);
saves.push_back(std::make_pair(title, std::move(save)));
}
}
else if (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
game->GetPlatform() == DiscIO::Platform::WiiWAD)
{
auto save = WiiSave::MakeNandStorage(configured_fs.get(), game->GetTitleID());
saves.push_back(std::make_pair(game->GetTitleID(), std::move(save)));
}
std::vector<u64> titles;
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_WII);
// Shove the Mii data into the start the packet
{
auto file = configured_fs->OpenFile(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetMiiDatabasePath(), IOS::HLE::FS::Mode::Read);
if (file)
{
pac << true;
std::vector<u8> file_data(file->GetStatus()->size);
if (!file->Read(file_data.data(), file_data.size()))
return false;
if (!CompressBufferIntoPacket(file_data, pac))
return false;
}
else
{
pac << false; // no mii data
}
}
// Carry on with the save files
pac << static_cast<u32>(saves.size());
for (const auto& pair : saves)
{
pac << sf::Uint64{pair.first};
titles.push_back(pair.first);
const auto& save = pair.second;
if (save->SaveExists())
{
const std::optional<WiiSave::Header> header = save->ReadHeader();
const std::optional<WiiSave::BkHeader> bk_header = save->ReadBkHeader();
const std::optional<std::vector<WiiSave::Storage::SaveFile>> files = save->ReadFiles();
if (!header || !bk_header || !files)
return false;
pac << true; // save exists
// Header
pac << sf::Uint64{header->tid};
pac << header->banner_size << header->permissions << header->unk1;
for (u8 byte : header->md5)
pac << byte;
pac << header->unk2;
for (size_t i = 0; i < header->banner_size; i++)
pac << header->banner[i];
// BkHeader
pac << bk_header->size << bk_header->magic << bk_header->ngid << bk_header->number_of_files
<< bk_header->size_of_files << bk_header->unk1 << bk_header->unk2
<< bk_header->total_size;
for (u8 byte : bk_header->unk3)
pac << byte;
pac << sf::Uint64{bk_header->tid};
for (u8 byte : bk_header->mac_address)
pac << byte;
// Files
for (const WiiSave::Storage::SaveFile& file : *files)
{
pac << file.mode << file.attributes << static_cast<u8>(file.type) << file.path;
if (file.type == WiiSave::Storage::SaveFile::Type::File)
{
const std::optional<std::vector<u8>>& data = *file.data;
if (!data || !CompressBufferIntoPacket(*data, pac))
return false;
}
}
}
else
{
pac << false; // save does not exist
}
}
// Set titles for host-side loading in WiiRoot
SetWiiSyncData(nullptr, titles);
SendChunkedToClients(std::move(pac), 1, "Wii Save Synchronization");
}
return true;
}
bool NetPlayServer::SyncCodes()
{
// Sync Codes is ticked, so set m_codes_synced to false
m_codes_synced = false;
// Get Game Path
const auto game = m_dialog->FindGameFile(m_selected_game);
if (game == nullptr)
{
PanicAlertT("Selected game doesn't exist in game list!");
return false;
}
// Find all INI files
const auto game_id = game->GetGameID();
const auto revision = game->GetRevision();
IniFile globalIni;
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
globalIni.Load(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename, true);
IniFile localIni;
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
localIni.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + filename, true);
// Initialize Number of Synced Players
m_codes_synced_players = 0;
// Notify Clients of Incoming Code Sync
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY);
SendAsyncToClients(std::move(pac));
}
// Sync Gecko Codes
{
// Create a Gecko Code Vector with just the active codes
std::vector<Gecko::GeckoCode> s_active_codes =
Gecko::SetAndReturnActiveCodes(Gecko::LoadCodes(globalIni, localIni));
// Determine Codelist Size
u16 codelines = 0;
for (const Gecko::GeckoCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Indexing %s", active_code.name.c_str());
for (const Gecko::GeckoCode::Code& code : active_code.codes)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", code.address, code.data);
codelines++;
}
}
// Output codelines to send
NOTICE_LOG(ACTIONREPLAY, "Sending %d Gecko codelines", codelines);
// Send initial packet. Notify of the sync operation and total number of lines being sent.
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY_GECKO);
pac << codelines;
SendAsyncToClients(std::move(pac));
}
// Send entire codeset in the second packet
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_DATA_GECKO);
// Iterate through the active code vector and send each codeline
for (const Gecko::GeckoCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Sending %s", active_code.name.c_str());
for (const Gecko::GeckoCode::Code& code : active_code.codes)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", code.address, code.data);
pac << code.address;
pac << code.data;
}
}
SendAsyncToClients(std::move(pac));
}
}
// Sync AR Codes
{
// Create an AR Code Vector with just the active codes
std::vector<ActionReplay::ARCode> s_active_codes =
ActionReplay::ApplyAndReturnCodes(ActionReplay::LoadCodes(globalIni, localIni));
// Determine Codelist Size
u16 codelines = 0;
for (const ActionReplay::ARCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Indexing %s", active_code.name.c_str());
for (const ActionReplay::AREntry& op : active_code.ops)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", op.cmd_addr, op.value);
codelines++;
}
}
// Output codelines to send
NOTICE_LOG(ACTIONREPLAY, "Sending %d AR codelines", codelines);
// Send initial packet. Notify of the sync operation and total number of lines being sent.
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY_AR);
pac << codelines;
SendAsyncToClients(std::move(pac));
}
// Send entire codeset in the second packet
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_DATA_AR);
// Iterate through the active code vector and send each codeline
for (const ActionReplay::ARCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Sending %s", active_code.name.c_str());
for (const ActionReplay::AREntry& op : active_code.ops)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", op.cmd_addr, op.value);
pac << op.cmd_addr;
pac << op.value;
}
}
SendAsyncToClients(std::move(pac));
}
}
return true;
}
void NetPlayServer::CheckSyncAndStartGame()
{
if (m_saves_synced && m_codes_synced)
{
StartGame();
}
}
bool NetPlayServer::CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet)
{
File::IOFile file(file_path, "rb");
if (!file)
{
PanicAlertT("Failed to open file \"%s\".", file_path.c_str());
return false;
}
const sf::Uint64 size = file.GetSize();
packet << size;
if (size == 0)
return true;
std::vector<u8> in_buffer(NETPLAY_LZO_IN_LEN);
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // EOF
if (!file.ReadBytes(in_buffer.data(), cur_len))
{
PanicAlertT("Error reading file: %s", file_path.c_str());
return false;
}
if (lzo1x_1_compress(in_buffer.data(), cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
bool NetPlayServer::CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet)
{
const sf::Uint64 size = in_buffer.size();
packet << size;
if (size == 0)
return true;
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // end of buffer
if (lzo1x_1_compress(&in_buffer[i], cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
u64 NetPlayServer::GetInitialNetPlayRTC() const
{
const auto& config = SConfig::GetInstance();
if (config.bEnableCustomRTC)
return config.m_customRTCValue;
return Common::Timer::GetLocalTimeSinceJan1970();
}
// called from multiple threads
void NetPlayServer::SendToClients(const sf::Packet& packet, const PlayerId skip_pid,
const u8 channel_id)
{
for (auto& p : m_players)
{
if (p.second.pid && p.second.pid != skip_pid)
{
Send(p.second.socket, packet, channel_id);
}
}
}
void NetPlayServer::Send(ENetPeer* socket, const sf::Packet& packet, const u8 channel_id)
{
ENetPacket* epac =
enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(socket, channel_id, epac);
}
void NetPlayServer::KickPlayer(PlayerId player)
{
for (auto& current_player : m_players)
{
if (current_player.second.pid == player)
{
enet_peer_disconnect(current_player.second.socket, 0);
return;
}
}
}
bool NetPlayServer::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);
}
u16 NetPlayServer::GetPort() const
{
return m_server->address.port;
}
// called from ---GUI--- thread
std::unordered_set<std::string> NetPlayServer::GetInterfaceSet() const
{
std::unordered_set<std::string> result;
auto lst = GetInterfaceListInternal();
for (auto list_entry : lst)
result.emplace(list_entry.first);
return result;
}
// called from ---GUI--- thread
std::string NetPlayServer::GetInterfaceHost(const std::string& inter) const
{
char buf[16];
sprintf(buf, ":%d", GetPort());
auto lst = GetInterfaceListInternal();
for (const auto& list_entry : lst)
{
if (list_entry.first == inter)
{
return list_entry.second + buf;
}
}
return "?";
}
// called from ---GUI--- thread
std::vector<std::pair<std::string, std::string>> NetPlayServer::GetInterfaceListInternal() const
{
std::vector<std::pair<std::string, std::string>> result;
#if defined(_WIN32)
#elif defined(ANDROID)
// Android has no getifaddrs for some stupid reason. If this
// functionality ends up actually being used on Android, fix this.
#else
ifaddrs* ifp = nullptr;
char buf[512];
if (getifaddrs(&ifp) != -1)
{
for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next)
{
sockaddr* sa = curifp->ifa_addr;
if (sa == nullptr)
continue;
if (sa->sa_family != AF_INET)
continue;
sockaddr_in* sai = (struct sockaddr_in*)sa;
if (ntohl(((struct sockaddr_in*)sa)->sin_addr.s_addr) == 0x7f000001)
continue;
const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf));
if (ip == nullptr)
continue;
result.emplace_back(std::make_pair(curifp->ifa_name, ip));
}
freeifaddrs(ifp);
}
#endif
if (result.empty())
result.emplace_back(std::make_pair("!local!", "127.0.0.1"));
return result;
}
// called from ---Chunked Data--- thread
void NetPlayServer::ChunkedDataThreadFunc()
{
while (m_do_loop)
{
m_chunked_data_event.Wait();
if (m_abort_chunked_data)
{
// thread-safe clear
while (!m_chunked_data_queue.Empty())
m_chunked_data_queue.Pop();
m_abort_chunked_data = false;
}
while (!m_chunked_data_queue.Empty())
{
if (!m_do_loop)
return;
if (m_abort_chunked_data)
break;
auto& e = m_chunked_data_queue.Front();
const u32 id = m_next_chunked_data_id++;
m_chunked_data_complete_count[id] = 0;
size_t player_count;
{
std::vector<int> players;
if (e.target_mode == TargetMode::Only)
{
players.push_back(e.target_pid);
}
else
{
for (auto& pl : m_players)
{
if (pl.second.pid != e.target_pid)
players.push_back(pl.second.pid);
}
}
player_count = players.size();
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_START);
pac << id << e.title << sf::Uint64{e.packet.getDataSize()};
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
if (e.target_mode == TargetMode::AllExcept && e.target_pid == 1)
m_dialog->ShowChunkedProgressDialog(e.title, e.packet.getDataSize(), players);
}
const bool enable_limit = Config::Get(Config::NETPLAY_ENABLE_CHUNKED_UPLOAD_LIMIT);
const float bytes_per_second =
(std::max(Config::Get(Config::NETPLAY_CHUNKED_UPLOAD_LIMIT), 1u) / 8.0f) * 1024.0f;
const std::chrono::duration<double> send_interval(CHUNKED_DATA_UNIT_SIZE / bytes_per_second);
bool skip_wait = false;
size_t index = 0;
do
{
if (!m_do_loop)
return;
if (m_abort_chunked_data)
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_ABORT);
pac << id;
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
break;
}
if (e.target_mode == TargetMode::Only)
{
if (m_players.find(e.target_pid) == m_players.end())
{
skip_wait = true;
break;
}
}
auto start = std::chrono::steady_clock::now();
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_PAYLOAD);
pac << id;
size_t len = std::min(CHUNKED_DATA_UNIT_SIZE, e.packet.getDataSize() - index);
pac.append(static_cast<const u8*>(e.packet.getData()) + index, len);
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
index += CHUNKED_DATA_UNIT_SIZE;
if (enable_limit)
{
std::chrono::duration<double> delta = std::chrono::steady_clock::now() - start;
std::this_thread::sleep_for(send_interval - delta);
}
} while (index < e.packet.getDataSize());
if (!m_abort_chunked_data)
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_END);
pac << id;
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
}
while (m_chunked_data_complete_count[id] < player_count && m_do_loop &&
!m_abort_chunked_data && !skip_wait)
m_chunked_data_complete_event.Wait();
m_chunked_data_complete_count.erase(id);
m_dialog->HideChunkedProgressDialog();
m_chunked_data_queue.Pop();
}
}
}
// called from ---Chunked Data--- thread
void NetPlayServer::ChunkedDataSend(sf::Packet&& packet, const PlayerId pid,
const TargetMode target_mode)
{
if (target_mode == TargetMode::Only)
{
SendAsync(std::move(packet), pid, CHUNKED_DATA_CHANNEL);
}
else
{
SendAsyncToClients(std::move(packet), pid, CHUNKED_DATA_CHANNEL);
}
}
void NetPlayServer::ChunkedDataAbort()
{
m_abort_chunked_data = true;
m_chunked_data_event.Set();
m_chunked_data_complete_event.Set();
}
} // namespace NetPlay