As well as the implementation magic, we now send a platform magic in our
connection header. If the core reports platform dependence and the
platform magic differs relevantly, the connection will be refused.
Since netplay_send_info (client handshake) and netplay_get_info (server
handshake) were practically identical, they've also been merged into a
single netplay_handshake.
This changes netplay host mode's behavior in net (normal) mode from
immediately blocking to waiting for a connection while allowing the game
to run, like spectator mode.
Spectate mode is now far more similar to net (normal) mode, and, more
importantly, it works. In addition, spectate mode will not fast-forward
to catch up with the server if it lags too far behind.
The receiving side of a player-flip request now does a forced rewind to
assure that any already-computed frames are computed with the players on
the right side.
Every frame (soon to be configurable), the server does a CRC-32 hash and
sends it to the client. If the client finds that its own hash is
different from the server's, it requests a fresh savestate.
This is a last-ditch effort to sync if all else fails, and it's a
best-effort situation. The size of the buffer should assure that we
always still have the frame around to CRC, but I imagine there are edge
cases where we don't. If you're in an edge case, the CRC is ignored.
Assuming the core supports saving/loading states, and (crucially)
assuming the states are portable across the architectures on both sides
of the connection, Netplay now supports the transmission of savestates.
Right now the frontend doesn't actually send any such requests, as it's
not clear exactly where the code for that should be.
This works in either direction, although I'll admit I have no idea what
happens if they both load at the same time.
Support for remote pausing, and with it, support for Netplay pausing the
frontend correctly. With this patch alone this doesn't work, since
there's no clean way for the frontend to tell Netplay that it's paused.
working":
(1) Fixups to the stall logic to make sure it always receives frames
while stalling :)
(2) Disused the used_real field. It was misconfigured and would
frequently claim to be using real data when real data hadn't been
used... this means more replays for now, but used_real will be readded.
(TODO)
(3) Stall duration is now related to sync frames, and thus configurable.
(4) Delta frames were having the good ol' initialization problem, as
frame==0 was indistinguishable from unused. Quickfixed by adding a
"used" field, but maybe there's a better way.
(5) If serialization fails, switch immediately to blocking mode
(stall_frames = 0). Blocking mode barely works, but if serialization
fails, no mode will work!
(6) I'm not sure which bug my replaying-from-previous-frame was trying
to fix, but the correct behavior is to replay from the last frame we had
vital information, not the frame prior. Notionally this should just be
an efficiency thing, but unsigned arithmetic at 0 made this a "just
ignore all input from now on" thing.
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.
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.