299 Commits

Author SHA1 Message Date
twinaphex
178d959cad Fix C89_BUILD 2017-01-22 21:24:57 +01:00
twinaphex
36b2c48cb5 Fix CXX_BUILD 2017-01-22 21:19:39 +01:00
Twinaphex
3ff158b907 Merge pull request #4436 from fr500/lobby
Basic lobby system (don't merge, just for tracking)
2017-01-22 21:08:43 +01:00
radius
a0e6a24f38 use deferred netplay init 2017-01-22 13:07:30 -05:00
radius
33cc168eb9 allow connecting to lobby port instead of the port in settings 2017-01-22 12:29:29 -05:00
Gregor Richards
addcbb896a Fixing an incompatibility between stateless mode and the password prompt
Previously, the host would time out waiting for the guest to enter a
password, as the timeout was not conditionalized on whether the guest
was actually playing. This fixes that.
2017-01-22 10:43:09 -05:00
twinaphex
96c8ca5a09 Header update #1 2017-01-22 13:40:32 +01:00
twinaphex
768ce0854c Make driver_set_nonblock_state a public function 2017-01-22 12:47:17 +01:00
Gregor Richards
8c304dfda7 Make the client send an INFO even if it's wrong
This simply gives the server a reason why the client disconnected,
rather than a generic, unexplained disconnection.
2017-01-21 13:18:31 -05:00
radius
0de43b954e can now connect when starting a game too 2017-01-20 16:04:10 -05:00
radius
dcca2f8131 only announce if host 2017-01-20 14:33:57 -05:00
radius
8a1fb24fe9 update url 2017-01-19 23:21:22 -05:00
radius
930cde21a2 crc is announced now (for cores that don't have needs_fullpath set) 2017-01-19 21:43:46 -05:00
radius
3dd6c91493 start populating the list 2017-01-19 08:56:56 -05:00
radius
95a2da81e4 start adding ui elements to insert room list into 2017-01-18 22:46:48 -05:00
radius
72cdb390cb reannounce roughly every minute 2017-01-18 21:31:02 -05:00
radius
ca2c2a8ce7 separate this 2017-01-18 21:12:01 -05:00
twinaphex
9a87bada55 Style nit 2017-01-17 19:05:33 +01:00
radius
f2beb49fd8 Announce netplay games to lobby.libretro.com 2017-01-16 22:24:35 -05:00
Gregor Richards
a0f236a83f Use autosave_lock and autosave_unlock during SRAM negotiation
The SRAM transfer in netplay handshake now uses autosave_lock and
autosave_unlock. Will possibly fix a hang/crash bug on Android with
netplay and autosave conflicting.
2017-01-15 18:10:24 -05:00
Gregor Richards
e9e7878b5c netplay_buf should use O_NOSIGNAL to avoid SIGPIPE 2017-01-15 10:59:25 -05:00
twinaphex
80bc91477a Remove header include 2017-01-09 02:19:16 +01:00
Gregor Richards
20c0de352c Fix to the netplay_is_alive function when server isn't playing
Fixes a bug by which very strange things would happen if the server went
to spectator mode with exactly one connected client.
2017-01-02 20:03:00 -05:00
Gregor Richards
ee55e2d783 LOAD_SAVESTATE can't use player frame timing from a server that's not playing 2017-01-02 18:56:08 -05:00
Gregor Richards
cd281d5757 Reverse catch-up, i.e., server-demanded stalling
Previously, if two clients were connected to the same server and one of
them was ahead of the server, the only way to rectify that situation was
for the client to get so far ahead that it stalled, as the server could
only catch up with an ahead client if all clients were ahead. That's
unrealistic. This gives the server the alternate option of demanding
that a client stall. This keeps things nicely in line even with >2
players.
2016-12-24 15:25:03 -05:00
twinaphex
70a1a5f38e Buildfixes 2016-12-24 01:48:36 +01:00
twinaphex
64dc7daeca (MSVC) MSVC build fixes 2016-12-24 01:45:37 +01:00
twinaphex
77e5cdbfde Revert "Rename runloop_msg_queue_push to video_driver_msg_queue_push"
This reverts commit ad7386913cf2876d2bffd4bedf0284b23f1ed593.
2016-12-22 23:36:11 +01:00
twinaphex
ad7386913c Rename runloop_msg_queue_push to video_driver_msg_queue_push
and move code to video_driver.c
2016-12-22 13:15:02 +01:00
Gregor Richards
3df38fa40e Silence two compiler warnings 2016-12-21 10:13:31 -05:00
Gregor Richards
f0bb0a77f8 Make netplay no longer cache passwords
Netplay now always loads passwords from the configuration, so that
passwords can be changed mid-session.
2016-12-21 09:51:50 -05:00
Gregor Richards
c780e7db43 Accept the variable size quirk
Since the quirks protocol was that a core could report variable
savestate size, but the host then tells it "no", we should actually
accept the variable size quirk in netplay, since RetroArch refuses to
allow cores to actually produce variable-size states.
2016-12-20 22:17:15 -05:00
Gregor Richards
7bb26eb5c5 Fix some minor checked-return bugs
Should resolve Coverity reports 158862, 158861, 158860.

158863 is spurious but I have no idea how to convince Coverity of that.
2016-12-20 19:16:31 -05:00
Gregor Richards
8f35de9da0 Adding blocks in the empty-RECV case to (hopefully) suppress warnings 2016-12-19 17:31:24 -05:00
Twinaphex
1d36c5effa Silence warnings - remove unused variables 2016-12-19 23:19:59 +01:00
Alcaro
fc1c83d8c0 Shut up false positive warning 2016-12-19 16:38:55 +01:00
Gregor Richards
11a3063fc6 Forgot the other half of that last bugfix 2016-12-18 20:08:21 -05:00
Gregor Richards
8f8e6dfc5f Unset the netplay callbacks when we deinit netplay
This is a bugfix to master that hadn't migrated to my branch.
2016-12-18 19:54:01 -05:00
Gregor Richards
dcd4b3046b Making negative check_frames be "check only" mode 2016-12-18 19:28:44 -05:00
Gregor Richards
677ffa9ebd Support different forms of compression from different clients. 2016-12-18 19:28:44 -05:00
Gregor Richards
84c33634a6 Communicate paused-ness during initial connection SYNC. 2016-12-18 19:28:44 -05:00
Gregor Richards
60b81e3a51 Nominal support for server sending blank INFO 2016-12-18 19:28:44 -05:00
Gregor Richards
e79f30604f Better stall timing
We now stall not until we've reached parity (which makes no sense since
we expect latency), but only until we're not likely to stall again.
2016-12-18 19:28:44 -05:00
Gregor Richards
8195a5bcee Try to catch up if we're falling behind our peer, not anyone
In the previous catch-up system, we would only try to catch up if we
were falling behind the farthest-behind peer. However, as they would
also only try to catch up to us, everyone basically agreed to the
worst-case latency. It makes more sense to try to be in parity with your
direct peer than with indirect connections.
2016-12-18 19:28:44 -05:00
Gregor Richards
b535412914 Adding nick-changing
This is just to disambiguate multiple connections with the same nick
(usually Anonymous), which will now become e.g. Anonymous (2).
2016-12-18 19:28:44 -05:00
Gregor Richards
7c2f12fbd9 Removign some leftover debug code 2016-12-18 19:28:44 -05:00
Gregor Richards
04266cf4f7 Run synchronization even when stalled
Previously, we could be stalled by one player but still reading data
from another, which would wedge the client because we would never act
upon the newly-read data. Now we act upon data even if we're stalled.
Fixes bugs in initial connection with high latency.
2016-12-18 19:28:44 -05:00
Gregor Richards
d6d96704fd Don't panic about delta frames not being ready if we're not even fully
connected yet.
2016-12-18 19:28:43 -05:00
Gregor Richards
8b21014d07 Improvements to handshake protocol
Making the netplay handshake protocol send the core and content as an
explicit command, so that the other side can (notionally) choose to load
it. That isn't implemented, of course.
2016-12-18 19:28:43 -05:00
Gregor Richards
1fa60b396f Improvements to the communication of netplay pausing. 2016-12-18 19:28:43 -05:00