Netplay / GGPO: allow spectating when there is 1 player and 1 spectator.

This commit is contained in:
Jamie Meyer 2023-06-01 03:55:35 +02:00
parent 632f310726
commit 5a147e34e5
No known key found for this signature in database
GPG Key ID: BF30D71B2F1305C7
3 changed files with 83 additions and 17 deletions

View File

@ -294,7 +294,7 @@ Peer2PeerBackend::AddPlayer(GGPOPlayer *player,
}
// no other players in this session?
if (player->type == GGPO_PLAYERTYPE_LOCAL && _num_players == 1)
if (player->type == GGPO_PLAYERTYPE_LOCAL && _num_players == 1 && _num_spectators == 0)
_synchronizing = false;
return GGPO_OK;

View File

@ -250,9 +250,10 @@ static bool SendControlPacket(s32 player_id, const PacketWrapper<T>& pkt)
return SendControlPacket<T>(s_peers[player_id].peer, pkt);
}
template<typename T>
static void SendControlPacketToAll(const PacketWrapper<T>& pkt)
static void SendControlPacketToAll(const PacketWrapper<T>& pkt, bool send_to_spectators)
{
for (s32 i = 0; i < MAX_PLAYERS + MAX_SPECTATORS; i++)
const s32 total_peers = send_to_spectators ? MAX_PLAYERS + MAX_SPECTATORS : MAX_PLAYERS;
for (s32 i = 0; i < total_peers; i++)
{
ENetPeer* peer_to_send = i < MAX_PLAYERS ? s_peers[i].peer : s_spectators[i - MAX_PLAYERS].peer;
if (!peer_to_send)
@ -353,6 +354,7 @@ bool Netplay::Start(bool is_hosting, std::string nickname, const std::string& re
s_local_delay = ldelay;
s_reset_cookie = 0;
s_reset_players.reset();
s_reset_spectators.reset();
// If we're the host, we can just continue on our merry way, the others will join later.
if (is_hosting)
@ -360,7 +362,9 @@ bool Netplay::Start(bool is_hosting, std::string nickname, const std::string& re
// Starting session with a single player.
s_player_id = 0;
s_num_players = 1;
s_num_spectators = 0;
s_reset_players = 1;
s_reset_spectators = 0;
s_peers[s_player_id].nickname = s_local_nickname;
CreateGGPOSession();
s_state = SessionState::Running;
@ -453,10 +457,16 @@ void Netplay::RequestCloseSession(CloseSessionMessage::Reason reason)
// Notify everyone
auto pkt = NewControlPacket<CloseSessionMessage>();
pkt->reason = reason;
SendControlPacketToAll(pkt);
SendControlPacketToAll(pkt, true);
// close spectator connections
for (s32 i = 0; i < MAX_SPECTATORS; i++)
{
if (s_spectators[i].peer)
enet_peer_disconnect(s_spectators[i].peer, 0);
}
}
// Close all connections
// Close player connections
DestroyGGPOSession();
for (s32 i = 0; i < MAX_PLAYERS; i++)
{
@ -488,7 +498,14 @@ void Netplay::RequestCloseSession(CloseSessionMessage::Reason reason)
{
const s32 player_id = GetPlayerIdForPeer(event.peer);
if (player_id >= 0)
{
s_peers[player_id].peer = nullptr;
return;
}
const s32 spectator_slot = GetSpectatorSlotForPeer(event.peer);
if (spectator_slot >= 0)
s_spectators[spectator_slot].peer = nullptr;
}
break;
@ -544,6 +561,14 @@ void Netplay::ShutdownEnetHost()
s_peers[i] = {};
}
for (u32 i = 0; i < MAX_SPECTATORS; i++)
{
if (s_spectators[i].peer)
enet_peer_reset(s_spectators[i].peer);
s_spectators[i] = {};
}
enet_host_destroy(s_enet_host);
s_enet_host = nullptr;
}
@ -574,7 +599,9 @@ void Netplay::HandleEnetEvent(const ENetEvent* event)
case ENET_EVENT_TYPE_DISCONNECT:
{
const s32 spectator_slot = GetSpectatorSlotForPeer(event->peer);
const s32 player_id = GetPlayerIdForPeer(event->peer);
if (s_state == SessionState::Connecting)
{
Assert(player_id == s_host_player_id);
@ -588,6 +615,12 @@ void Netplay::HandleEnetEvent(const ENetEvent* event)
return;
}
if (spectator_slot >= 0)
{
DropSpectator(spectator_slot, DropPlayerReason::DisconnectedFromHost);
return;
}
Log_WarningPrintf("ENet player %d disconnected", player_id);
if (IsValidPlayerId(player_id))
{
@ -751,6 +784,28 @@ void Netplay::CreateGGPOSession()
ggpo_start_session(&s_ggpo, &cb, s_num_players, sizeof(Netplay::Input), MAX_ROLLBACK_FRAMES);
// if you are the host be sure to add the needed spectators to the session before the players
// this way we prevent the session finishing to synchronize before adding the spectators.
if (IsHost())
{
for (s32 i = 0; i < MAX_SPECTATORS; i++)
{
// slot filled?
if (!s_spectators[i].peer)
continue;
GGPOErrorCode result;
GGPOPlayer player = {sizeof(GGPOPlayer)};
player.type = GGPO_PLAYERTYPE_SPECTATOR;
player.u.remote.peer = s_spectators[i].peer;
result = ggpo_add_player(s_ggpo, &player, &s_spectators[i].ggpo_handle);
// It's a new session, this should always succeed...
Assert(GGPO_SUCCEEDED(result));
}
}
int player_num = 1;
for (s32 i = 0; i < MAX_PLAYERS; i++)
{
@ -1010,12 +1065,17 @@ void Netplay::DropSpectator(s32 slot_id, DropPlayerReason reason)
DebugAssert(s_spectators[slot_id].peer);
Log_InfoPrintf("Dropping Spectator %d: %s", slot_id, s_spectators[slot_id].nickname.c_str());
Host::OnNetplayMessage(fmt::format(Host::TranslateString("Netplay", "{} left the session: {}").GetCharArray(),
s_spectators[slot_id].nickname, DropPlayerReasonToString(reason)));
Host::OnNetplayMessage(
fmt::format(Host::TranslateString("Netplay", "Spectator {} left the session: {}").GetCharArray(), slot_id,
s_spectators[slot_id].nickname, DropPlayerReasonToString(reason)));
enet_peer_disconnect_now(s_spectators[slot_id].peer, 0);
s_spectators[slot_id] = {};
s_num_spectators--;
// sadly we have to reset here. this really sucks for the active players since you dont really want to halt for a spectator.
// not resetting seems to be creating index out of bounds errors in the ringbuffer.
// TODO ?
Reset();
}
void Netplay::UpdateConnectingState()
@ -1336,6 +1396,10 @@ void Netplay::HandleResetMessage(s32 player_id, const ENetPacket* pkt)
s_num_players = msg->num_players;
for (s32 i = 0; i < MAX_PLAYERS; i++)
{
// We are already connected to the host as a spectator we dont need any other connections
if (s_local_spectating)
continue;
Peer& p = s_peers[i];
if (msg->players[i].controller_port < 0)
{
@ -1464,13 +1528,14 @@ void Netplay::HandleResumeSessionMessage(s32 player_id, const ENetPacket* pkt)
void Netplay::UpdateResetState()
{
const s32 num_players = (s_local_spectating ? 1 : s_num_players);
if (IsHost())
{
if (static_cast<s32>(s_reset_players.count()) == s_num_players &&
if (static_cast<s32>(s_reset_players.count()) == num_players &&
static_cast<s32>(s_reset_spectators.count()) == s_num_spectators)
{
Log_VerbosePrintf("All players and spectators synchronized, resuming!");
SendControlPacketToAll(NewControlPacket<ResumeSessionMessage>());
SendControlPacketToAll(NewControlPacket<ResumeSessionMessage>(), true);
CreateGGPOSession();
s_state = SessionState::Running;
return;
@ -1504,7 +1569,7 @@ void Netplay::UpdateResetState()
}
else
{
if (static_cast<s32>(s_reset_players.count()) != s_num_players)
if (static_cast<s32>(s_reset_players.count()) != num_players)
{
for (s32 i = 0; i < MAX_PLAYERS; i++)
{
@ -1515,7 +1580,7 @@ void Netplay::UpdateResetState()
s_reset_players.set(i);
}
if (static_cast<s32>(s_reset_players.count()) == s_num_players)
if (static_cast<s32>(s_reset_players.count()) == num_players)
{
// now connected to all!
Log_InfoPrintf("Connected to %d players, waiting for host...", s_num_players);
@ -1533,11 +1598,11 @@ void Netplay::UpdateResetState()
}
}
Log_InfoPrintf("p:%d/s:%d", s_num_players, s_num_spectators);
// Log_InfoPrintf("p:%d/s:%d", num_players, s_num_spectators);
const s32 min_progress = IsHost() ? static_cast<int>(s_reset_players.count() + s_reset_spectators.count()) :
static_cast<int>(s_reset_players.count());
const s32 max_progress = IsHost() ? s_num_players + s_num_spectators : s_num_players;
const s32 max_progress = IsHost() ? s_num_players + s_num_spectators : num_players;
PollEnet(Common::Timer::GetCurrentValue() + Common::Timer::ConvertMillisecondsToValue(16));
Host::DisplayLoadingScreen("Netplay synchronizing", 0, min_progress, max_progress);
@ -1572,7 +1637,7 @@ void Netplay::NotifyPlayerJoined(s32 player_id)
{
auto pkt = NewControlPacket<PlayerJoinedMessage>();
pkt->player_id = player_id;
SendControlPacketToAll(pkt);
SendControlPacketToAll(pkt, false);
}
Host::OnNetplayMessage(
@ -1616,7 +1681,7 @@ void Netplay::DropPlayer(s32 player_id, DropPlayerReason reason)
auto pkt = NewControlPacket<DropPlayerMessage>();
pkt->reason = reason;
pkt->player_id = player_id;
SendControlPacketToAll(pkt);
SendControlPacketToAll(pkt, false);
// resync with everyone who's left
Reset();
@ -1948,7 +2013,8 @@ void Netplay::SendChatMessage(const std::string_view& msg)
auto pkt = NewControlPacket<ChatMessage>(sizeof(ChatMessage) + static_cast<u32>(msg.length()));
std::memcpy(pkt.pkt->data + sizeof(ChatMessage), msg.data(), msg.length());
SendControlPacketToAll(pkt);
// 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.
SendControlPacketToAll(pkt, false);
// add own netplay message locally to netplay messages
ShowChatMessage(s_player_id, msg);

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@ -11,7 +11,7 @@ enum : s32
MAX_PLAYERS = 2,
// Maximum number of spectators allowed to watch the session.
MAX_SPECTATORS = 1,
MAX_SPECTATORS = 4,
// Maximum netplay prediction frames
MAX_ROLLBACK_FRAMES = 8,