Netplay: Drop unused functions
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c4ff20635a
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c0cfe3399c
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@ -60,14 +60,6 @@ static void RunIdle();
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static void AdvanceFrame(u16 checksum = 0);
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static void RunFrame(s32& waitTime);
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static s32 CurrentFrame();
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static std::string& GetGamePath();
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static void SetGamePath(std::string& path);
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static GGPONetworkStats& GetNetStats(s32 handle);
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static GGPOPlayerHandle GetLocalHandle();
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static u16 Fletcher16(uint8_t* data, int count);
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static void NetplayAdvanceFrame(Netplay::Input inputs[], int disconnect_flags);
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@ -106,6 +98,7 @@ s32 Netplay::Start(s32 lhandle, u16 lport, std::string& raddr, u16 rport, s32 ld
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GGPOErrorCode result;
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result = ggpo_start_session(&s_ggpo, &cb, "Duckstation-Netplay", 2, sizeof(Netplay::Input), lport, s_max_pred);
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//result = ggpo_start_synctest(&s_ggpo, &cb, (char*)"asdf", 2, sizeof(Netplay::Input), 1);
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ggpo_set_disconnect_timeout(s_ggpo, 3000);
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ggpo_set_disconnect_notify_start(s_ggpo, 1000);
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@ -171,7 +164,7 @@ void Netplay::RunFrame(s32& waitTime)
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int disconnectFlags = 0;
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Netplay::Input inputs[2] = {};
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// add local input
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if (GetLocalHandle() != GGPO_INVALID_HANDLE)
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if (s_local_handle != GGPO_INVALID_HANDLE)
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{
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auto inp = ReadLocalInput();
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result = AddLocalInput(inp);
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@ -195,13 +188,6 @@ void Netplay::RunFrame(s32& waitTime)
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waitTime = GetTimer()->UsToWaitThisLoop();
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}
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s32 Netplay::CurrentFrame()
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{
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s32 frame;
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ggpo_get_current_frame(s_ggpo, frame);
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return frame;
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}
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void Netplay::CollectInput(u32 slot, u32 bind, float value)
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{
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s_net_input[slot][bind] = value;
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@ -219,16 +205,6 @@ Netplay::Input Netplay::ReadLocalInput()
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return inp;
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}
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std::string& Netplay::GetGamePath()
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{
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return s_game_path;
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}
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void Netplay::SetGamePath(std::string& path)
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{
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s_game_path = path;
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}
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void Netplay::SendMsg(const char* msg)
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{
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ggpo_client_chat(s_ggpo, msg);
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@ -244,15 +220,9 @@ GGPOErrorCode Netplay::AddLocalInput(Netplay::Input input)
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return ggpo_add_local_input(s_ggpo, s_local_handle, &input, sizeof(Netplay::Input));
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}
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GGPONetworkStats& Netplay::GetNetStats(s32 handle)
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{
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ggpo_get_network_stats(s_ggpo, handle, &s_last_net_stats);
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return s_last_net_stats;
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}
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s32 Netplay::GetPing()
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{
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const int handle = GetLocalHandle() == 1 ? 2 : 1;
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const int handle = s_local_handle == 1 ? 2 : 1;
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ggpo_get_network_stats(s_ggpo, handle, &s_last_net_stats);
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return s_last_net_stats.network.ping;
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}
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@ -262,11 +232,6 @@ u32 Netplay::GetMaxPrediction()
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return s_max_pred;
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}
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GGPOPlayerHandle Netplay::GetLocalHandle()
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{
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return s_local_handle;
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}
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void Netplay::SetInputs(Netplay::Input inputs[2])
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{
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for (u32 i = 0; i < 2; i++)
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@ -283,21 +248,6 @@ Netplay::LoopTimer* Netplay::GetTimer()
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return &s_timer;
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}
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u16 Netplay::Fletcher16(uint8_t* data, int count)
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{
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u16 sum1 = 0;
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u16 sum2 = 0;
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int index;
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for (index = 0; index < count; ++index)
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{
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sum1 = (sum1 + data[index]) % 255;
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sum2 = (sum2 + sum1) % 255;
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}
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return (sum2 << 8) | sum1;
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}
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void Netplay::LoopTimer::Init(u32 fps, u32 frames_to_spread_wait)
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{
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m_us_per_game_loop = 1000000 / fps;
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@ -338,13 +288,13 @@ s32 Netplay::LoopTimer::UsToWaitThisLoop()
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}
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void Netplay::StartNetplaySession(s32 local_handle, u16 local_port, std::string& remote_addr, u16 remote_port,
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s32 input_delay, std::string& game_path)
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s32 input_delay, std::string game_path)
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{
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// dont want to start a session when theres already one going on.
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if (IsActive())
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return;
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// set game path for later loading during the begin game callback
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SetGamePath(game_path);
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s_game_path = game_path;
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// set netplay timer
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const u32 fps = (System::GetRegion() == ConsoleRegion::PAL ? 50 : 60);
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GetTimer()->Init(fps, 180);
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@ -403,7 +353,7 @@ bool Netplay::NpBeginGameCb(void* ctx, const char* game_name)
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if (System::IsValid())
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System::ShutdownSystem(false);
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// fast boot the selected game and wait for the other player
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auto param = SystemBootParameters(Netplay::GetGamePath());
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auto param = SystemBootParameters(s_game_path);
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param.override_fast_boot = true;
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if (!System::BootSystem(param))
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{
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@ -5,8 +5,14 @@
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namespace Netplay {
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enum : u32
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{
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// Maximum number of emulated controllers.
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MAX_PLAYERS = 2,
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};
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void StartNetplaySession(s32 local_handle, u16 local_port, std::string& remote_addr, u16 remote_port, s32 input_delay,
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std::string& game_path);
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std::string game_path);
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void StopNetplaySession();
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bool IsActive();
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