mirror of https://github.com/mgba-emu/mgba.git
GBA SIO: Attempt to clean up resyncing on disconnects
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7089a5572b
commit
3f7cfb3e32
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@ -115,6 +115,23 @@ static void _hardSync(struct GBASIOLockstepCoordinator*, struct GBASIOLockstepPl
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static void _lockstepEvent(struct mTiming*, void* context, uint32_t cyclesLate);
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static void _verifyAwake(struct GBASIOLockstepCoordinator* coordinator) {
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#ifdef NDEBUG
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UNUSED(coordinator);
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#else
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int i;
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int asleep = 0;
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for (i = 0; i < coordinator->nAttached; ++i) {
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if (!coordinator->attachedPlayers[i]) {
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continue;
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}
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struct GBASIOLockstepPlayer* player = TableLookup(&coordinator->players, coordinator->attachedPlayers[i]);
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asleep += player->asleep;
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}
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mASSERT_DEBUG(!asleep || asleep < coordinator->nAttached);
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#endif
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}
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void GBASIOLockstepDriverCreate(struct GBASIOLockstepDriver* driver, struct mLockstepUser* user) {
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memset(driver, 0, sizeof(*driver));
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driver->d.init = GBASIOLockstepDriverInit;
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@ -189,8 +206,8 @@ static void GBASIOLockstepDriverReset(struct GBASIODriver* driver) {
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}
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}
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_reconfigPlayers(coordinator);
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player->cycleOffset = mTimingCurrentTime(&driver->p->p->timing) - coordinator->cycle;
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if (player->playerId != 0) {
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player->cycleOffset = mTimingCurrentTime(&driver->p->p->timing) - coordinator->cycle + LOCKSTEP_INTERVAL;
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struct GBASIOLockstepEvent event = {
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.type = SIO_EV_ATTACH,
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.playerId = player->playerId,
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@ -200,9 +217,7 @@ static void GBASIOLockstepDriverReset(struct GBASIODriver* driver) {
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}
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} else {
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player = TableLookup(&coordinator->players, lockstep->lockstepId);
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if (player->playerId != 0) {
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player->cycleOffset = mTimingCurrentTime(&driver->p->p->timing) - coordinator->cycle + LOCKSTEP_INTERVAL;
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}
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player->cycleOffset = mTimingCurrentTime(&driver->p->p->timing) - coordinator->cycle;
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}
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if (mTimingIsScheduled(&lockstep->d.p->p->timing, &lockstep->event)) {
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@ -662,12 +677,18 @@ void _removePlayer(struct GBASIOLockstepCoordinator* coordinator, struct GBASIOL
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.timestamp = GBASIOLockstepTime(player),
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};
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_enqueueEvent(coordinator, &event, TARGET_ALL & ~TARGET(player->playerId));
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GBASIOLockstepCoordinatorWakePlayers(coordinator);
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if (player->playerId != 0) {
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GBASIOLockstepCoordinatorAckPlayer(coordinator, player);
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}
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coordinator->waiting = 0;
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coordinator->transferActive = false;
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TableRemove(&coordinator->players, player->driver->lockstepId);
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_reconfigPlayers(coordinator);
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struct GBASIOLockstepPlayer* runner = TableLookup(&coordinator->players, coordinator->attachedPlayers[0]);
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if (runner) {
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GBASIOLockstepPlayerWake(runner);
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}
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_verifyAwake(coordinator);
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}
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void _reconfigPlayers(struct GBASIOLockstepCoordinator* coordinator) {
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@ -863,8 +884,10 @@ void _lockstepEvent(struct mTiming* timing, void* context, uint32_t cyclesLate)
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player->queue->playerId, player->queue->timestamp);
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wasDetach = true;
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}
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if (player->playerId == 0) {
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// We are the clock owner; advance the shared clock
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if (player->playerId == 0 && GBASIOLockstepTime(player) - coordinator->cycle >= 0) {
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// We are the clock owner; advance the shared clock. However, if we just became
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// the clock owner (by the previous one disconnecting) we might be slightly
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// behind the shared clock. We should wait a bit if needed in that case.
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_advanceCycle(coordinator, player);
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if (!coordinator->transferActive) {
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GBASIOLockstepCoordinatorWakePlayers(coordinator);
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@ -949,6 +972,7 @@ void _lockstepEvent(struct mTiming* timing, void* context, uint32_t cyclesLate)
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if (nextEvent < 4) {
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nextEvent = 4;
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}
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_verifyAwake(coordinator);
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}
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}
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MutexUnlock(&coordinator->mutex);
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@ -974,6 +998,8 @@ void GBASIOLockstepCoordinatorWaitOnPlayers(struct GBASIOLockstepCoordinator* co
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coordinator->waiting = ((1 << coordinator->nAttached) - 1) & ~TARGET(player->playerId);
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GBASIOLockstepPlayerSleep(player);
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GBASIOLockstepCoordinatorWakePlayers(coordinator);
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_verifyAwake(coordinator);
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}
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void GBASIOLockstepCoordinatorWakePlayers(struct GBASIOLockstepCoordinator* coordinator) {
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