mirror of
https://github.com/CTCaer/RetroArch.git
synced 2025-01-10 04:51:32 +00:00
Rename things back after renaming for refactoring.
This commit is contained in:
parent
b897ba4e30
commit
e4029b72c1
@ -59,9 +59,9 @@ bool netplay_delta_frame_ready(netplay_t *netplay, struct delta_frame *delta,
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delta->crc = 0;
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for (i = 0; i < MAX_INPUT_DEVICES; i++)
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{
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clear_input(delta->resolved_input1[i]);
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clear_input(delta->real_input1[i]);
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clear_input(delta->simulated_input1[i]);
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clear_input(delta->resolved_input[i]);
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clear_input(delta->real_input[i]);
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clear_input(delta->simlated_input[i]);
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}
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delta->have_local = false;
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for (i = 0; i < MAX_CLIENTS; i++)
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@ -117,9 +117,9 @@ void netplay_delta_frame_free(struct delta_frame *delta)
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for (i = 0; i < MAX_INPUT_DEVICES; i++)
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{
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free_input_state(&delta->resolved_input1[i]);
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free_input_state(&delta->real_input1[i]);
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free_input_state(&delta->simulated_input1[i]);
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free_input_state(&delta->resolved_input[i]);
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free_input_state(&delta->real_input[i]);
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free_input_state(&delta->simlated_input[i]);
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}
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}
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@ -135,7 +135,7 @@ static bool get_self_input_state(netplay_t *netplay)
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if (!(devices & (1<<devi)))
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continue;
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istate = netplay_input_state_for(&ptr->real_input1[devi],
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istate = netplay_input_state_for(&ptr->real_input[devi],
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netplay->self_client_num, 3 /* FIXME */, true, false);
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if (!istate)
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continue; /* FIXME: More severe? */
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@ -227,7 +227,7 @@ static bool netplay_poll(void)
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* frame */
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netplay_update_unread_ptr(netplay_data);
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if (netplay_data->stateless_mode &&
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(netplay_data->connected_players1>1) &&
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(netplay_data->connected_players>1) &&
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netplay_data->unread_frame_count <= netplay_data->run_frame_count)
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res = netplay_poll_net_input(netplay_data, true);
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else
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@ -239,7 +239,7 @@ static bool netplay_poll(void)
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netplay_resolve_input(netplay_data, netplay_data->run_ptr, false);
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/* Handle any slaves */
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if (netplay_data->is_server && netplay_data->connected_slaves1)
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if (netplay_data->is_server && netplay_data->connected_slaves)
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netplay_handle_slaves(netplay_data);
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netplay_update_unread_ptr(netplay_data);
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@ -360,7 +360,7 @@ static bool netplay_poll(void)
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{
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/* Have we not read enough latency frames? */
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if (netplay_data->self_mode == NETPLAY_CONNECTION_PLAYING &&
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netplay_data->connected_players1 &&
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netplay_data->connected_players &&
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netplay_data->run_frame_count + netplay_data->input_latency_frames > netplay_data->self_frame_count)
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{
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netplay_data->stall = NETPLAY_STALL_INPUT_LATENCY;
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@ -380,7 +380,7 @@ static bool netplay_poll(void)
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for (client = 1; client < MAX_CLIENTS; client++)
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{
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struct netplay_connection *connection;
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if (!(netplay_data->connected_players1 & (1<<client)))
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if (!(netplay_data->connected_players & (1<<client)))
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continue;
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if (netplay_data->read_frame_count1[client] > netplay_data->unread_frame_count)
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continue;
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@ -501,7 +501,7 @@ static int16_t netplay_input_state(netplay_t *netplay,
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/* FIXME: Mixing */
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delta = &netplay->buffer[ptr];
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istate = delta->resolved_input1[port];
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istate = delta->resolved_input[port];
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if (istate && istate->used)
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delta->used_real[port] = true;
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if (!istate)
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@ -891,7 +891,7 @@ bool netplay_pre_frame(netplay_t *netplay)
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}
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if (sync_stalled ||
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((!netplay->is_server || (netplay->connected_players1>1)) &&
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((!netplay->is_server || (netplay->connected_players>1)) &&
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(netplay->stall || netplay->remote_paused)))
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{
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/* We may have received data even if we're stalled, so run post-frame
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@ -953,7 +953,7 @@ static void netplay_force_future(netplay_t *netplay)
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uint32_t client;
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players1 & (1<<client))) continue;
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if (!(netplay->connected_players & (1<<client))) continue;
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if (netplay->read_frame_count1[client] < netplay->run_frame_count)
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{
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netplay->read_ptr1[client] = netplay->run_ptr;
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@ -1148,8 +1148,8 @@ static void netplay_toggle_play_spectate(netplay_t *netplay)
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payload[1] = htonl(netplay->self_client_num);
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payload[2] = htonl(0);
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netplay->self_mode = NETPLAY_CONNECTION_SPECTATING;
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netplay->connected_players1 |= ~(1L);
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netplay->connected_slaves1 |= ~(1L);
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netplay->connected_players |= ~(1L);
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netplay->connected_slaves |= ~(1L);
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netplay->client_devices[0] = 0;
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for (i = 0; i < MAX_INPUT_DEVICES; i++)
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netplay->device_clients[i] |= ~(1L);
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@ -1172,7 +1172,7 @@ static void netplay_toggle_play_spectate(netplay_t *netplay)
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payload[1] = htonl(NETPLAY_CMD_MODE_BIT_PLAYING | device);
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payload[2] = htonl(1<<device);
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netplay->self_mode = NETPLAY_CONNECTION_PLAYING;
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netplay->connected_players1 |= 1;
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netplay->connected_players |= 1;
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netplay->client_devices[0] = netplay->self_devices = (1<<device);
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netplay->device_clients[device] = 1;
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netplay->read_ptr1[0] = netplay->self_ptr;
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@ -1325,7 +1325,7 @@ bool init_netplay(void *direct_host, const char *server, unsigned port)
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netplay_data->self_devices = 1;
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netplay_data->client_devices[0] = 1;
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netplay_data->device_clients[0] = 1;
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netplay_data->connected_players1 = 1;
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netplay_data->connected_players = 1;
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}
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return true;
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}
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@ -1002,8 +1002,8 @@ bool netplay_handshake_pre_sync(netplay_t *netplay,
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}
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/* Get the client-controller mapping */
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netplay->connected_players1 =
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netplay->connected_slaves1 =
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netplay->connected_players =
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netplay->connected_slaves =
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netplay->self_devices = 0;
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for (i = 0; i < MAX_CLIENTS; i++)
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netplay->client_devices[i] = 0;
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@ -1015,7 +1015,7 @@ bool netplay_handshake_pre_sync(netplay_t *netplay,
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fprintf(stderr, "Device %d: %d\n", (int) i, (int) device);
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netplay->device_clients[i] = device;
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netplay->connected_players1 |= device;
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netplay->connected_players |= device;
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for (j = 0; j < MAX_CLIENTS; j++)
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{
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if (device & (1<<j))
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@ -45,7 +45,7 @@ static void print_state(netplay_t *netplay)
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APPEND((M, " H:%u", netplay->server_frame_count));
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for (client = 0; client < MAX_USERS; client++)
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{
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if ((netplay->connected_players1 & (1<<client)))
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if ((netplay->connected_players & (1<<client)))
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APPEND((M, " %u:%u", client, netplay->read_frame_count1[client]));
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}
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msg[sizeof(msg)-1] = '\0';
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@ -124,7 +124,7 @@ void netplay_hangup(netplay_t *netplay, struct netplay_connection *connection)
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if (!netplay->is_server)
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{
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netplay->self_mode = NETPLAY_CONNECTION_NONE;
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netplay->connected_players1 &= (1L<<netplay->self_client_num);
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netplay->connected_players &= (1L<<netplay->self_client_num);
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for (i = 0; i < MAX_CLIENTS; i++)
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{
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if (i == netplay->self_client_num)
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@ -150,8 +150,8 @@ void netplay_hangup(netplay_t *netplay, struct netplay_connection *connection)
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connection->delay_frame = netplay->read_frame_count1[client_num];
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/* Mark them as not playing anymore */
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netplay->connected_players1 &= ~(1L<<client_num);
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netplay->connected_slaves1 &= ~(1L<<client_num);
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netplay->connected_players &= ~(1L<<client_num);
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netplay->connected_slaves &= ~(1L<<client_num);
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netplay->client_devices[client_num] = 0;
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for (i = 0; i < MAX_INPUT_DEVICES; i++)
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netplay->device_clients[i] &= ~(1L<<client_num);
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@ -225,7 +225,7 @@ static bool send_input_frame(netplay_t *netplay, struct delta_frame *dframe,
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netplay_input_state_t istate;
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if (!(devices & (1<<device)))
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continue;
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istate = dframe->real_input1[device];
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istate = dframe->real_input[device];
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while (istate && istate->client_num != client_num)
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istate = istate->next;
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if (!istate)
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@ -298,7 +298,7 @@ bool netplay_send_cur_input(netplay_t *netplay,
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{
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if (from_client == to_client)
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continue;
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if ((netplay->connected_players1 & (1<<from_client)))
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if ((netplay->connected_players & (1<<from_client)))
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{
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if (dframe->have_real[from_client])
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{
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@ -594,7 +594,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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return netplay_cmd_nak(netplay, connection);
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}
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if (client_num >= MAX_CLIENTS || !(netplay->connected_players1 & (1<<client_num)))
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if (client_num >= MAX_CLIENTS || !(netplay->connected_players & (1<<client_num)))
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{
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RARCH_ERR("Invalid NETPLAY_CMD_INPUT player number.\n");
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return netplay_cmd_nak(netplay, connection);
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@ -633,7 +633,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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continue;
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dsize = netplay_expected_input_size(1 << device);
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istate = netplay_input_state_for(&dframe->real_input1[device],
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istate = netplay_input_state_for(&dframe->real_input[device],
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client_num, dsize, true, false);
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if (!istate)
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{
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@ -780,8 +780,8 @@ static bool netplay_get_cmd(netplay_t *netplay,
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/* Mark them as not playing anymore */
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connection->mode = NETPLAY_CONNECTION_SPECTATING;
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netplay->connected_players1 &= ~(1<<client_num);
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netplay->connected_slaves1 &= ~(1<<client_num);
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netplay->connected_players &= ~(1<<client_num);
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netplay->connected_slaves &= ~(1<<client_num);
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netplay->client_devices[client_num] = 0;
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for (i = 0; i < MAX_INPUT_DEVICES; i++)
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netplay->device_clients[client_num] &= ~(1<<client_num);
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@ -884,9 +884,9 @@ static bool netplay_get_cmd(netplay_t *netplay,
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connection->mode = slave ? NETPLAY_CONNECTION_SLAVE :
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NETPLAY_CONNECTION_PLAYING;
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netplay->connected_players1 |= 1<<client_num;
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netplay->connected_players |= 1<<client_num;
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if (slave)
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netplay->connected_slaves1 |= 1<<client_num;
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netplay->connected_slaves |= 1<<client_num;
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netplay->client_devices[client_num] |= 1<<device;
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netplay->device_clients[device] |= 1<<client_num;
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@ -990,7 +990,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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else
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netplay->self_mode = NETPLAY_CONNECTION_PLAYING;
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netplay->connected_players1 |= (1<<client_num);
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netplay->connected_players |= (1<<client_num);
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netplay->client_devices[client_num] = devices;
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for (device = 0; device < MAX_INPUT_DEVICES; device++)
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if (devices & (1<<device))
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@ -1008,7 +1008,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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{
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if (!(devices & (1<<device))) continue;
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netplay_input_state_t istate = netplay_input_state_for(
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&dframe->real_input1[device], client_num,
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&dframe->real_input[device], client_num,
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3 /* FIXME */, true, false);
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memset(istate->data, 0, istate->size*sizeof(uint32_t));
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}
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@ -1074,7 +1074,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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}
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/* Unmark ourself, in case we were in slave mode */
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netplay->connected_players1 &= ~(1<<client_num);
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netplay->connected_players &= ~(1<<client_num);
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netplay->client_devices[client_num] = 0;
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for (device = 0; device < MAX_INPUT_DEVICES; device++)
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netplay->device_clients[device] &= ~(1<<client_num);
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@ -1103,7 +1103,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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return netplay_cmd_nak(netplay, connection);
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}
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netplay->connected_players1 |= (1<<client_num);
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netplay->connected_players |= (1<<client_num);
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netplay->client_devices[client_num] = devices;
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for (device = 0; device < MAX_INPUT_DEVICES; device++)
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if (devices & (1<<device))
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@ -1126,7 +1126,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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}
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else
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{
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netplay->connected_players1 &= ~(1<<client_num);
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netplay->connected_players &= ~(1<<client_num);
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netplay->client_devices[client_num] = 0;
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for (device = 0; device < MAX_INPUT_DEVICES; device++)
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netplay->device_clients[device] &= ~(1<<client_num);
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@ -1426,7 +1426,7 @@ static bool netplay_get_cmd(netplay_t *netplay,
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/* Don't expect earlier data from other clients */
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players1 & (1<<client))) continue;
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if (!(netplay->connected_players & (1<<client))) continue;
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if (frame > netplay->read_frame_count1[client])
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{
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netplay->read_ptr1[client] = netplay->read_ptr1[client_num];
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@ -1660,12 +1660,12 @@ void netplay_handle_slaves(netplay_t *netplay)
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netplay_input_state_t istate_out, istate_in;
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if (!(devices & (1<<device)))
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continue;
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istate_in = oframe->real_input1[device];
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istate_in = oframe->real_input[device];
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while (istate_in && istate_in->client_num != client_num)
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istate_in = istate_in->next;
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if (!istate_in)
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continue;
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istate_out = netplay_input_state_for(&frame->real_input1[device],
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istate_out = netplay_input_state_for(&frame->real_input[device],
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client_num, istate_in->size, true, false);
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memcpy(istate_out->data, istate_in->data,
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istate_in->size * sizeof(uint32_t));
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@ -278,14 +278,14 @@ struct delta_frame
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/* The resolved input, i.e., what's actually going to the core. One input
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* per device. */
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netplay_input_state_t resolved_input1[MAX_INPUT_DEVICES];
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netplay_input_state_t resolved_input[MAX_INPUT_DEVICES];
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/* The real input */
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netplay_input_state_t real_input1[MAX_INPUT_DEVICES];
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netplay_input_state_t real_input[MAX_INPUT_DEVICES];
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/* The simulated input. is_real here means the simulation is done, i.e.,
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* it's a real simulation, not real input. */
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netplay_input_state_t simulated_input1[MAX_INPUT_DEVICES];
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netplay_input_state_t simlated_input[MAX_INPUT_DEVICES];
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/* Have we read local input? */
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bool have_local;
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@ -387,11 +387,11 @@ struct netplay
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struct netplay_connection one_connection; /* Client only */
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/* Bitmap of clients with input devices */
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uint32_t connected_players1;
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uint32_t connected_players;
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/* Bitmap of clients playing in slave mode (should be a subset of
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* connected_players) */
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uint32_t connected_slaves1;
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uint32_t connected_slaves;
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/* For each client, the bitmap of devices they're connected to */
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uint32_t client_devices[MAX_CLIENTS];
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@ -490,10 +490,6 @@ struct netplay
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/* Have we requested a savestate as a sync point? */
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bool savestate_request_outstanding;
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/* A buffer for outgoing input packets. */
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size_t input_packet_buffer_size;
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uint32_t *input_packet_buffer1;
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/* Our local socket info */
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struct addrinfo *addr;
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@ -39,7 +39,7 @@
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*/
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void netplay_update_unread_ptr(netplay_t *netplay)
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{
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if (netplay->is_server && netplay->connected_players1<=1)
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if (netplay->is_server && netplay->connected_players<=1)
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{
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/* Nothing at all to read! */
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netplay->unread_ptr = netplay->self_ptr;
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@ -54,8 +54,8 @@ void netplay_update_unread_ptr(netplay_t *netplay)
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players1 & (1<<client))) continue;
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if ((netplay->connected_slaves1 & (1<<client))) continue;
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if (!(netplay->connected_players & (1<<client))) continue;
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if ((netplay->connected_slaves & (1<<client))) continue;
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if (netplay->read_frame_count1[client] < new_unread_frame_count)
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{
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new_unread_ptr = netplay->read_ptr1[client];
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@ -106,7 +106,7 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim)
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for (client = 0; client < MAX_CLIENTS; client++)
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{
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if (!(netplay->connected_players1 & (1<<client))) continue;
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if (!(netplay->connected_players & (1<<client))) continue;
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devices = netplay->client_devices[client];
|
||||
|
||||
@ -116,18 +116,18 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim)
|
||||
continue;
|
||||
|
||||
simulated = false;
|
||||
simstate = netplay_input_state_for(&simframe->real_input1[device], client, 3 /* FIXME */, false, true);
|
||||
simstate = netplay_input_state_for(&simframe->real_input[device], client, 3 /* FIXME */, false, true);
|
||||
if (!simstate)
|
||||
{
|
||||
/* Don't already have this input, so must simulate */
|
||||
simulated = true;
|
||||
simstate = netplay_input_state_for(&simframe->simulated_input1[device], client, 3 /* FIXME */, false, false);
|
||||
simstate = netplay_input_state_for(&simframe->simlated_input[device], client, 3 /* FIXME */, false, false);
|
||||
if (!simstate)
|
||||
continue;
|
||||
|
||||
prev = PREV_PTR(netplay->read_ptr1[client]);
|
||||
pframe = &netplay->buffer[prev];
|
||||
pstate = netplay_input_state_for(&pframe->real_input1[device], client, 3 /* FIXME */, false, true);
|
||||
pstate = netplay_input_state_for(&pframe->real_input[device], client, 3 /* FIXME */, false, true);
|
||||
if (!pstate)
|
||||
continue;
|
||||
|
||||
@ -164,7 +164,7 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim)
|
||||
}
|
||||
|
||||
/* Now we copy the state, whether real or simulated, out into the resolved state (FIXME: Merging) */
|
||||
resstate = netplay_input_state_for(&simframe->resolved_input1[device], 0, 3 /* FIXME */, false, false);
|
||||
resstate = netplay_input_state_for(&simframe->resolved_input[device], 0, 3 /* FIXME */, false, false);
|
||||
if (!resstate)
|
||||
continue;
|
||||
resstate->used = !simulated; /* We reuse "used" to mean "real" */
|
||||
@ -427,7 +427,7 @@ void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
|
||||
}
|
||||
|
||||
/* Only relevant if we're connected and not in a desynching operation */
|
||||
if ((netplay->is_server && (netplay->connected_players1<=1)) ||
|
||||
if ((netplay->is_server && (netplay->connected_players<=1)) ||
|
||||
(netplay->self_mode < NETPLAY_CONNECTION_CONNECTED) ||
|
||||
(netplay->desync))
|
||||
{
|
||||
@ -575,7 +575,7 @@ void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
|
||||
/* Look for players that are ahead of us */
|
||||
for (client = 0; client < MAX_CLIENTS; client++)
|
||||
{
|
||||
if (!(netplay->connected_players1 & (1<<client))) continue;
|
||||
if (!(netplay->connected_players & (1<<client))) continue;
|
||||
if (netplay->read_frame_count1[client] > hi_frame_count)
|
||||
hi_frame_count = netplay->read_frame_count1[client];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user