9 Commits

Author SHA1 Message Date
Gregor Richards
07e869ccae is_simulated was confusing and poorly named. Using have_remote in its
place, which is simply true if we've received remote data. Could also
just use read_frame_crount instead, but this keeps the info frame-local.
2016-09-13 21:32:57 -04:00
Gregor Richards
4f16a19f5e Rather than stalling by blocking and becoming unresponsive, stall by
replaying the same frame. TODO: Maybe mute the audio?
2016-09-13 21:32:57 -04:00
Gregor Richards
5edfbeafb0 Switched Netplay over to TCP. A lot of the stalling logic had to change
for this, and in particular, it now sometimes stalls in a way that makes
it very difficult to actually input anything (whoops :) ). Simply
setting the sync frames higher avoids that. With supported cores, this
is incredibly risilient, but when it fails, it mostly fails to freezing,
which is less than ideal.

TODO: Stall frames should be configurable. All the UDP code is still
there but commented out, should be gutted. The original fast-forward
code is now commented out, but really both fast-forward and stalling
should be options; the only complication is that it needs to send
simulated self-input for fast-forward.
2016-09-13 21:32:57 -04:00
Gregor Richards
69b7dc0d08 Multitudinous fixes and updates to Netplay. Had to be one commit since
they're mostly related:

(1) Renamed frame_count to self_frame_count to be consistent with all
other names.

(2) Previously, it was possible to overwrite data in the ring buffer
that hadn't yet been used. Now that's not possible, but that just
changes one breakage for another: It's now possible to miss the NEW
data. The final resolution for this will probably be requesting stalls.
This is accomplished simply by storing frame numbers in the ring buffer
and checking them against the 'other' head.

(3) In TCP packets, separated cmd_size from cmd. It was beyond pointless
for these to be combined, and restricted cmd_size to 16 bits, which
will probably fail when/if state loading is supported.

(4) Readahead is now allowed. In the past, if the peer got ahead of us,
we would simply ignore their data. Thus, if they got too far ahead of
us, we'd stop reading their data altogether. Fabulous. Now, we're happy
to read future input.

(5) If the peer gets too far ahead of us (currently an unconfigurable 10
frames), fast forward to catch up. This should prevent desync due to
clock drift or stutter.

(6) Used frame_count in a few places where ptr was used. Doing a
comparison of pointers on a ring buffer is a far more dangerous way to
assure we're done with a task than simply using the count, since the
ring buffer is... well, a ring.

(7) Renamed tmp_{ptr,frame_count} to replay_{ptr,frame_count} for
clarity.

(8) Slightly changed the protocol version hash, just to assure that
other clients wouldn't think they were compatible with this one.

(9) There was an off-by-one error which, under some circumstances, could
allow the replay engine to run a complete round through the ring buffer,
replaying stale data. Fixed.
2016-09-13 21:32:57 -04:00
twinaphex
82d82110ae Merge system.h with core.h 2016-09-06 06:11:54 +02:00
twinaphex
9191bfa3c0 Header include cleanups 2016-09-03 07:51:11 +02:00
twinaphex
23612cb26f Header include cleanups 2016-09-03 07:48:25 +02:00
twinaphex
50563d255f Header cleanups 2016-09-03 07:45:51 +02:00
twinaphex
aabb1e409c Move netplay code to network/netplay dir 2016-05-19 11:46:54 +02:00