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Fixed simulation for >2 players
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262d77546b
commit
2130fd81a5
@ -1318,45 +1318,56 @@ static int poll_input(netplay_t *netplay, bool block)
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*
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* "Simulate" input by assuming it hasn't changed since the last read input.
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*/
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void netplay_simulate_input(netplay_t *netplay, uint32_t sim_ptr, bool resim)
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void netplay_simulate_input(netplay_t *netplay, size_t sim_ptr, bool resim)
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{
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size_t prev = PREV_PTR(netplay->unread_ptr);
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struct delta_frame *pframe = &netplay->buffer[prev],
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*simframe = &netplay->buffer[sim_ptr];
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if (resim)
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uint32_t player;
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size_t prev;
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struct delta_frame *simframe, *pframe;
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simframe = &netplay->buffer[sim_ptr];
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for (player = 0; player < MAX_USERS; player++)
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{
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/* In resimulation mode, we only copy the buttons. The reason for this
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* is nonobvious:
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*
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* If we resimulated nothing, then the /duration/ with which any input
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* was pressed would be approximately correct, since the original
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* simulation came in as the input came in, but the /number of times/
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* the input was pressed would be wrong, as there would be an
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* advancing wavefront of real data overtaking the simulated data
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* (which is really just real data offset by some frames).
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*
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* That's acceptable for arrows in most situations, since the amount
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* you move is tied to the duration, but unacceptable for buttons,
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* which will seem to jerkily be pressed numerous times with those
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* wavefronts.
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*/
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const uint32_t keep = (1U<<RETRO_DEVICE_ID_JOYPAD_UP) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_DOWN) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_LEFT) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_RIGHT);
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uint32_t sim_state = simframe->simulated_input_state[0][0] & keep;
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sim_state |= pframe->real_input_state[0][0] & ~keep;
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simframe->simulated_input_state[0][0] = sim_state;
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}
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else
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{
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memcpy(simframe->simulated_input_state,
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pframe->real_input_state,
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sizeof(pframe->real_input_state));
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if (!(netplay->connected_players & (1<<player))) continue;
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if (simframe->have_real[player]) continue;
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prev = PREV_PTR(netplay->read_ptr[player]);
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pframe = &netplay->buffer[prev];
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if (resim)
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{
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/* In resimulation mode, we only copy the buttons. The reason for this
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* is nonobvious:
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*
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* If we resimulated nothing, then the /duration/ with which any input
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* was pressed would be approximately correct, since the original
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* simulation came in as the input came in, but the /number of times/
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* the input was pressed would be wrong, as there would be an
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* advancing wavefront of real data overtaking the simulated data
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* (which is really just real data offset by some frames).
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*
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* That's acceptable for arrows in most situations, since the amount
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* you move is tied to the duration, but unacceptable for buttons,
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* which will seem to jerkily be pressed numerous times with those
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* wavefronts.
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*/
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const uint32_t keep = (1U<<RETRO_DEVICE_ID_JOYPAD_UP) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_DOWN) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_LEFT) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_RIGHT);
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uint32_t sim_state = simframe->simulated_input_state[player][0] & keep;
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sim_state |= pframe->real_input_state[player][0] & ~keep;
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simframe->simulated_input_state[player][0] = sim_state;
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}
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else
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{
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memcpy(simframe->simulated_input_state[player],
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pframe->real_input_state[player],
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WORDS_PER_INPUT * sizeof(uint32_t));
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}
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}
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}
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/**
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* netplay_poll:
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* @netplay : pointer to netplay object
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@ -1392,8 +1403,7 @@ static bool netplay_poll(void)
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}
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/* Simulate the input if we don't have real input */
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if (!netplay_data->buffer[netplay_data->self_ptr].have_real)
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netplay_simulate_input(netplay_data, netplay_data->self_ptr, false);
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netplay_simulate_input(netplay_data, netplay_data->self_ptr, false);
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/* Consider stalling */
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switch (netplay_data->stall)
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@ -318,9 +318,8 @@ void netplay_sync_post_frame(netplay_t *netplay)
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if (netplay->replay_frame_count < netplay->unread_frame_count)
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netplay_handle_frame_hash(netplay, ptr);
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/* Simulate this frame's input */
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if (netplay->replay_frame_count >= netplay->unread_frame_count)
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netplay_simulate_input(netplay, netplay->replay_ptr, true);
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/* Re-simulate this frame's input */
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netplay_simulate_input(netplay, netplay->replay_ptr, true);
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autosave_lock();
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core_run();
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@ -482,7 +482,7 @@ bool netplay_init_serialization(netplay_t *netplay);
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/* Force serialization to be ready by fast-forwarding the core */
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bool netplay_wait_and_init_serialization(netplay_t *netplay);
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void netplay_simulate_input(netplay_t *netplay, uint32_t sim_ptr, bool resim);
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void netplay_simulate_input(netplay_t *netplay, size_t sim_ptr, bool resim);
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void netplay_log_connection(const struct sockaddr_storage *their_addr,
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unsigned slot, const char *nick);
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