Netplay / GGPO: allow spectating when there is 1 player and 1 spectator.
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632f310726
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5a147e34e5
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@ -294,7 +294,7 @@ Peer2PeerBackend::AddPlayer(GGPOPlayer *player,
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}
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// no other players in this session?
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if (player->type == GGPO_PLAYERTYPE_LOCAL && _num_players == 1)
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if (player->type == GGPO_PLAYERTYPE_LOCAL && _num_players == 1 && _num_spectators == 0)
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_synchronizing = false;
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return GGPO_OK;
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@ -250,9 +250,10 @@ static bool SendControlPacket(s32 player_id, const PacketWrapper<T>& pkt)
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return SendControlPacket<T>(s_peers[player_id].peer, pkt);
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}
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template<typename T>
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static void SendControlPacketToAll(const PacketWrapper<T>& pkt)
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static void SendControlPacketToAll(const PacketWrapper<T>& pkt, bool send_to_spectators)
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{
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for (s32 i = 0; i < MAX_PLAYERS + MAX_SPECTATORS; i++)
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const s32 total_peers = send_to_spectators ? MAX_PLAYERS + MAX_SPECTATORS : MAX_PLAYERS;
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for (s32 i = 0; i < total_peers; i++)
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{
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ENetPeer* peer_to_send = i < MAX_PLAYERS ? s_peers[i].peer : s_spectators[i - MAX_PLAYERS].peer;
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if (!peer_to_send)
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@ -353,6 +354,7 @@ bool Netplay::Start(bool is_hosting, std::string nickname, const std::string& re
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s_local_delay = ldelay;
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s_reset_cookie = 0;
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s_reset_players.reset();
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s_reset_spectators.reset();
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// If we're the host, we can just continue on our merry way, the others will join later.
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if (is_hosting)
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@ -360,7 +362,9 @@ bool Netplay::Start(bool is_hosting, std::string nickname, const std::string& re
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// Starting session with a single player.
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s_player_id = 0;
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s_num_players = 1;
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s_num_spectators = 0;
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s_reset_players = 1;
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s_reset_spectators = 0;
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s_peers[s_player_id].nickname = s_local_nickname;
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CreateGGPOSession();
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s_state = SessionState::Running;
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@ -453,10 +457,16 @@ void Netplay::RequestCloseSession(CloseSessionMessage::Reason reason)
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// Notify everyone
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auto pkt = NewControlPacket<CloseSessionMessage>();
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pkt->reason = reason;
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SendControlPacketToAll(pkt);
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SendControlPacketToAll(pkt, true);
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// close spectator connections
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for (s32 i = 0; i < MAX_SPECTATORS; i++)
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{
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if (s_spectators[i].peer)
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enet_peer_disconnect(s_spectators[i].peer, 0);
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}
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}
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// Close all connections
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// Close player connections
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DestroyGGPOSession();
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for (s32 i = 0; i < MAX_PLAYERS; i++)
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{
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@ -488,7 +498,14 @@ void Netplay::RequestCloseSession(CloseSessionMessage::Reason reason)
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{
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const s32 player_id = GetPlayerIdForPeer(event.peer);
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if (player_id >= 0)
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{
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s_peers[player_id].peer = nullptr;
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return;
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}
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const s32 spectator_slot = GetSpectatorSlotForPeer(event.peer);
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if (spectator_slot >= 0)
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s_spectators[spectator_slot].peer = nullptr;
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}
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break;
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@ -544,6 +561,14 @@ void Netplay::ShutdownEnetHost()
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s_peers[i] = {};
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}
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for (u32 i = 0; i < MAX_SPECTATORS; i++)
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{
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if (s_spectators[i].peer)
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enet_peer_reset(s_spectators[i].peer);
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s_spectators[i] = {};
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}
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enet_host_destroy(s_enet_host);
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s_enet_host = nullptr;
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}
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@ -574,7 +599,9 @@ void Netplay::HandleEnetEvent(const ENetEvent* event)
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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const s32 spectator_slot = GetSpectatorSlotForPeer(event->peer);
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const s32 player_id = GetPlayerIdForPeer(event->peer);
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if (s_state == SessionState::Connecting)
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{
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Assert(player_id == s_host_player_id);
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@ -588,6 +615,12 @@ void Netplay::HandleEnetEvent(const ENetEvent* event)
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return;
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}
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if (spectator_slot >= 0)
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{
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DropSpectator(spectator_slot, DropPlayerReason::DisconnectedFromHost);
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return;
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}
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Log_WarningPrintf("ENet player %d disconnected", player_id);
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if (IsValidPlayerId(player_id))
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{
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@ -751,6 +784,28 @@ void Netplay::CreateGGPOSession()
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ggpo_start_session(&s_ggpo, &cb, s_num_players, sizeof(Netplay::Input), MAX_ROLLBACK_FRAMES);
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// if you are the host be sure to add the needed spectators to the session before the players
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// this way we prevent the session finishing to synchronize before adding the spectators.
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if (IsHost())
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{
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for (s32 i = 0; i < MAX_SPECTATORS; i++)
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{
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// slot filled?
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if (!s_spectators[i].peer)
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continue;
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GGPOErrorCode result;
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GGPOPlayer player = {sizeof(GGPOPlayer)};
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player.type = GGPO_PLAYERTYPE_SPECTATOR;
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player.u.remote.peer = s_spectators[i].peer;
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result = ggpo_add_player(s_ggpo, &player, &s_spectators[i].ggpo_handle);
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// It's a new session, this should always succeed...
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Assert(GGPO_SUCCEEDED(result));
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}
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}
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int player_num = 1;
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for (s32 i = 0; i < MAX_PLAYERS; i++)
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{
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@ -1010,12 +1065,17 @@ void Netplay::DropSpectator(s32 slot_id, DropPlayerReason reason)
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DebugAssert(s_spectators[slot_id].peer);
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Log_InfoPrintf("Dropping Spectator %d: %s", slot_id, s_spectators[slot_id].nickname.c_str());
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Host::OnNetplayMessage(fmt::format(Host::TranslateString("Netplay", "{} left the session: {}").GetCharArray(),
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s_spectators[slot_id].nickname, DropPlayerReasonToString(reason)));
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Host::OnNetplayMessage(
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fmt::format(Host::TranslateString("Netplay", "Spectator {} left the session: {}").GetCharArray(), slot_id,
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s_spectators[slot_id].nickname, DropPlayerReasonToString(reason)));
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enet_peer_disconnect_now(s_spectators[slot_id].peer, 0);
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s_spectators[slot_id] = {};
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s_num_spectators--;
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// sadly we have to reset here. this really sucks for the active players since you dont really want to halt for a spectator.
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// not resetting seems to be creating index out of bounds errors in the ringbuffer.
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// TODO ?
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Reset();
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}
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void Netplay::UpdateConnectingState()
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@ -1336,6 +1396,10 @@ void Netplay::HandleResetMessage(s32 player_id, const ENetPacket* pkt)
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s_num_players = msg->num_players;
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for (s32 i = 0; i < MAX_PLAYERS; i++)
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{
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// We are already connected to the host as a spectator we dont need any other connections
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if (s_local_spectating)
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continue;
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Peer& p = s_peers[i];
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if (msg->players[i].controller_port < 0)
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{
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@ -1464,13 +1528,14 @@ void Netplay::HandleResumeSessionMessage(s32 player_id, const ENetPacket* pkt)
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void Netplay::UpdateResetState()
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{
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const s32 num_players = (s_local_spectating ? 1 : s_num_players);
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if (IsHost())
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{
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if (static_cast<s32>(s_reset_players.count()) == s_num_players &&
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if (static_cast<s32>(s_reset_players.count()) == num_players &&
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static_cast<s32>(s_reset_spectators.count()) == s_num_spectators)
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{
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Log_VerbosePrintf("All players and spectators synchronized, resuming!");
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SendControlPacketToAll(NewControlPacket<ResumeSessionMessage>());
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SendControlPacketToAll(NewControlPacket<ResumeSessionMessage>(), true);
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CreateGGPOSession();
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s_state = SessionState::Running;
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return;
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@ -1504,7 +1569,7 @@ void Netplay::UpdateResetState()
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}
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else
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{
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if (static_cast<s32>(s_reset_players.count()) != s_num_players)
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if (static_cast<s32>(s_reset_players.count()) != num_players)
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{
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for (s32 i = 0; i < MAX_PLAYERS; i++)
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{
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@ -1515,7 +1580,7 @@ void Netplay::UpdateResetState()
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s_reset_players.set(i);
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}
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if (static_cast<s32>(s_reset_players.count()) == s_num_players)
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if (static_cast<s32>(s_reset_players.count()) == num_players)
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{
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// now connected to all!
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Log_InfoPrintf("Connected to %d players, waiting for host...", s_num_players);
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@ -1533,11 +1598,11 @@ void Netplay::UpdateResetState()
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}
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}
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Log_InfoPrintf("p:%d/s:%d", s_num_players, s_num_spectators);
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// Log_InfoPrintf("p:%d/s:%d", num_players, s_num_spectators);
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const s32 min_progress = IsHost() ? static_cast<int>(s_reset_players.count() + s_reset_spectators.count()) :
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static_cast<int>(s_reset_players.count());
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const s32 max_progress = IsHost() ? s_num_players + s_num_spectators : s_num_players;
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const s32 max_progress = IsHost() ? s_num_players + s_num_spectators : num_players;
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PollEnet(Common::Timer::GetCurrentValue() + Common::Timer::ConvertMillisecondsToValue(16));
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Host::DisplayLoadingScreen("Netplay synchronizing", 0, min_progress, max_progress);
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@ -1572,7 +1637,7 @@ void Netplay::NotifyPlayerJoined(s32 player_id)
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{
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auto pkt = NewControlPacket<PlayerJoinedMessage>();
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pkt->player_id = player_id;
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SendControlPacketToAll(pkt);
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SendControlPacketToAll(pkt, false);
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}
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Host::OnNetplayMessage(
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@ -1616,7 +1681,7 @@ void Netplay::DropPlayer(s32 player_id, DropPlayerReason reason)
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auto pkt = NewControlPacket<DropPlayerMessage>();
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pkt->reason = reason;
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pkt->player_id = player_id;
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SendControlPacketToAll(pkt);
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SendControlPacketToAll(pkt, false);
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// resync with everyone who's left
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Reset();
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@ -1948,7 +2013,8 @@ void Netplay::SendChatMessage(const std::string_view& msg)
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auto pkt = NewControlPacket<ChatMessage>(sizeof(ChatMessage) + static_cast<u32>(msg.length()));
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std::memcpy(pkt.pkt->data + sizeof(ChatMessage), msg.data(), msg.length());
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SendControlPacketToAll(pkt);
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// TODO: turn chat on for spectators? it's kind of weird to handle. probably has to go through the host and be relayed to the players.
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SendControlPacketToAll(pkt, false);
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// add own netplay message locally to netplay messages
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ShowChatMessage(s_player_id, msg);
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@ -11,7 +11,7 @@ enum : s32
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MAX_PLAYERS = 2,
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// Maximum number of spectators allowed to watch the session.
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MAX_SPECTATORS = 1,
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MAX_SPECTATORS = 4,
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// Maximum netplay prediction frames
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MAX_ROLLBACK_FRAMES = 8,
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