Commit Graph

411 Commits

Author SHA1 Message Date
Gregor Richards
55157e934d input_latency_frames is now configurable and has a range 2017-02-01 22:54:03 -05:00
Gregor Richards
5f5a8dc6d7 CRC searching should really start from run_ptr, not input_ptr 2017-02-01 22:54:03 -05:00
Gregor Richards
561eb42c84 Don't enable input latency if we're not connected 2017-02-01 22:54:03 -05:00
Gregor Richards
c4cb94db19 New approach to input latency 2017-02-01 22:54:03 -05:00
Twinaphex
2596de53ec Merge pull request #4523 from fr500/master
add support for no content cores
2017-01-29 04:51:50 +01:00
Gregor Richards
3d24e844a4 We're in client mode if either server OR direct_host is set 2017-01-28 22:39:17 -05:00
radius
cfb882f4fc add support for no content cores 2017-01-28 22:12:34 -05:00
Gregor Richards
12e8deedb4 Only disable netplay in deinit_netplay if it was actually on 2017-01-25 22:08:05 -05:00
Gregor Richards
263470a66c Set netplay_enabled to false during deinit_netplay
This simply prevents the odd behavior of netplay automatically
restarting, or trying to restart, when you load a new game.
2017-01-25 21:23:55 -05:00
fr500
29a1d504d7 allow different server ports again 2017-01-25 17:48:43 -05:00
fr500
af14da93d5 fix whitespace 2017-01-25 17:43:56 -05:00
fr500
c097c2062e fix when port is 0 2017-01-25 17:43:17 -05:00
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 ad7386913c.
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
Gregor Richards
db2c8de44c Slightly changing how catch-up works to avoid spamming the console 2016-12-18 19:28:43 -05:00
Gregor Richards
1141825605 Documenting (somewhat) the new sync system. 2016-12-18 19:28:43 -05:00
Gregor Richards
a20e79bbb5 Server needs double the buffer frames since two connected clients could
be ahead and behind by the max frames
2016-12-18 19:28:43 -05:00
Gregor Richards
f7f6590156 Goodbye delay_frames! stateless_mode is the new delay_frames=0 2016-12-18 19:28:43 -05:00
Gregor Richards
45d732a014 New sync system
The idea:
   * Use a fixed number of delay_frames (eventually to be fixed at 120,
     currently still uses the config variable, 0 will still be an option)
   * Determine how long it takes to simulate a frame.
   * Stall only if resimulating the intervening frames would be
     sufficiently annoying (currently fixed at three frames worth of
     time)

Because clients always try to catch up, the actual frame delay works out
automatically to be minimally zero and maximally the latency. If one
client is underpowered but the other is fine, the powerful one will
automatically take up the slack. Seems like the most reasonable system.
2016-12-18 19:28:43 -05:00
Gregor Richards
6890456ac0 Updated error messages and fixed some stall-related disconnected-client
bugs.
2016-12-18 19:28:43 -05:00
Gregor Richards
6658826759 CRC validity checking. Ignore CRCs if they don't work. 2016-12-18 19:28:43 -05:00
Gregor Richards
a6cd8c3aa1 Error reporting when a password is refused, plus a bugfix so that
socket_receive_all_nonblocking actually reports disconnects.
2016-12-18 19:28:43 -05:00
Gregor Richards
df2600fbf4 Added error reporting when a player is not allowed to play. 2016-12-18 19:28:43 -05:00
Gregor Richards
bade067d9a Support for catching up if the netplay peer is ahead of us. 2016-12-18 19:28:43 -05:00
Gregor Richards
4e01481b39 Only allow clients to load state if there's no further synchronization 2016-12-18 19:28:43 -05:00
Gregor Richards
70d04ec6a5 Apparently the frontend gets really pissy if it can't check the flip state 2016-12-18 19:28:43 -05:00
Gregor Richards
da7efcb939 Cleaning up netplay headers. 2016-12-18 19:28:43 -05:00
Gregor Richards
9c6ac2b934 Only the server can flip users. 2016-12-18 19:28:43 -05:00
Gregor Richards
03415c261d Added netplay spectator password separate from play password 2016-12-18 19:28:43 -05:00
Gregor Richards
694b7a9723 Don't allow more players to join than are actually being polled 2016-12-18 19:28:43 -05:00
Gregor Richards
7ad4e3f115 Per-connection stalling 2016-12-18 19:28:43 -05:00
Gregor Richards
1b22191869 Deduplicating some code. 2016-12-18 19:28:43 -05:00
Gregor Richards
f619789e48 Refactoring: netplay_common.c -> netplay_handshake.c/netplay_delta.c
Refactoring netplay_common into its two actual components, the handshake
and delta-frame related functions.
2016-12-18 19:28:43 -05:00
Gregor Richards
4e905bf524 Refactoring: netplay_sync.c
Renamed netplay_net.c to netplay_sync.c, as all that remains in that
file is synchronization-related functions.
2016-12-18 19:28:43 -05:00
Gregor Richards
257c5d3188 Refactoring netplay_init.c/netplay_net.c
Split the remainder of netplay.c into netplay_init.c and netplay_net.c
(which will soon be netplay_sync.c)
2016-12-18 19:28:43 -05:00
Gregor Richards
7e2465ef1f Refactoring: Moving I/O functionality into netplay_io.c 2016-12-18 19:28:43 -05:00
Gregor Richards
8c59c7dd77 Starting to refactor: Separating frontend stuff into netplay_frontend.c 2016-12-18 19:28:43 -05:00
Gregor Richards
ab989d7f41 More careful disconnection. 2016-12-18 19:28:43 -05:00
Gregor Richards
c8bba9a981 Simplistic builtin randomizer. 2016-12-18 19:28:43 -05:00
Gregor Richards
28e331b5fd Remove some magic numbers 2016-12-18 19:28:43 -05:00
Gregor Richards
6e6f2bfdbe Use a proper password hash across the line. 2016-12-18 19:28:42 -05:00
Gregor Richards
763a657f82 Terrible first cut at password (sent in plain text D-8) 2016-12-18 19:28:42 -05:00
Gregor Richards
5a0328dc09 Transfer pad configuration over netplay. 2016-12-18 19:28:42 -05:00
Gregor Richards
888e45c88b Updates to allow the server to toggle game/watch 2016-12-18 19:28:42 -05:00
Gregor Richards
3631ff74ff Very, very partial support for the server spectating 2016-12-18 19:28:42 -05:00
Gregor Richards
3d7f1f6575 Updating Netplay README to be more true 2016-12-18 19:28:42 -05:00
Gregor Richards
f6f9905ae3 Made remote pausing connection-specific 2016-12-18 19:28:42 -05:00
Gregor Richards
6556af1100 force_send_savestate is global again
We cannot send a savestate to only one player, as sending a savestate is
a synchronization event invalidating all prior input.
2016-12-18 19:28:42 -05:00
Gregor Richards
3d34c0222f Added simple (cheesy) announcements on join/leave 2016-12-18 19:28:42 -05:00
Gregor Richards
727743aa7b Fixing a couple FIXMEs/TODOs 2016-12-18 19:28:42 -05:00
Gregor Richards
2130fd81a5 Fixed simulation for >2 players 2016-12-18 19:28:42 -05:00
Gregor Richards
262d77546b Adding game/watch key
Adding a key to toggle between playing and spectating. This key takes
the place of the previous flip key, although player flipping does
continue to work (and must be rebound if you still want it)
2016-12-18 19:28:42 -05:00
Gregor Richards
90c15fc7a6 Still need to flush input data. 2016-12-18 19:28:42 -05:00
Gregor Richards
e7ce01ad3b More renaming
Now that remote_input_state isn't always remote, it should just be
called real_input_state (and is).
2016-12-18 19:28:42 -05:00
Gregor Richards
f6630ad85a More fixups for >2 player mode. Mostly was just sending packets that
shouldn't have been sent.
2016-12-18 19:28:42 -05:00
Gregor Richards
479955a085 More 3-player support. The initial connection is wonky with
delay_frames>0
2016-12-18 19:28:42 -05:00
Gregor Richards
d373684bd5 Off-by-one 2016-12-18 19:28:42 -05:00
Gregor Richards
b51cf8be2b Real, actual (almost) >2-player support. 2016-12-18 19:28:42 -05:00
Gregor Richards
2cc8c5c467 Removing silly foo_ names used to help migration. 2016-12-18 19:28:42 -05:00
Gregor Richards
53c46530aa Very first tidbits of true multiplayer support (minus actual multiple
players so far)
2016-12-18 19:28:42 -05:00
Gregor Richards
b5cd187077 Since there's now only one mode, removing netplay_callbacks entirely. 2016-12-18 19:28:42 -05:00
Gregor Richards
9b2270f5d4 Say goodbye to spectator mode (for now) 2016-12-18 19:28:42 -05:00
Gregor Richards
4768970d52 Moving force_send_savestate from netplay to connection. 2016-12-18 19:28:42 -05:00
Gregor Richards
ea722b49c8 Move other_addr from netplay to connection. 2016-12-18 19:28:42 -05:00
Gregor Richards
d1d29143b2 Move nickname field to connections. Spectate mode officially broken. 2016-12-18 19:28:42 -05:00
Gregor Richards
189cc6e5d6 Moving socket buffers to per-connection (currently breaks
delay_frames=0)
2016-12-18 19:28:42 -05:00
Gregor Richards
b334f04bd5 Removing RARCH_ from Netplay stall reasons. 2016-12-18 19:28:42 -05:00
Gregor Richards
1e1abf6951 First step of multiple connections. Still only one connection actually
works.
2016-12-18 19:28:42 -05:00
Gregor Richards
3908e25895 Separating local mode from remote mode. 2016-12-18 19:28:42 -05:00
Gregor Richards
775584cdac Adding more README info. 2016-12-18 19:28:42 -05:00
Gregor Richards
170b590bdb Client now starts one frame after finishing connection, for easier sync. 2016-12-18 19:28:42 -05:00
Gregor Richards
80be19a7da Renames for readability, merging frame and sram into sync packet. 2016-12-18 19:28:42 -05:00
Gregor Richards
f89e54fcb7 Now that we don't have to start at frame 0, use the server frame count 2016-12-18 19:28:42 -05:00
Gregor Richards
b3092f6fde Moving things that shouldn't have been public into netplay_private.h 2016-12-18 19:28:41 -05:00
Gregor Richards
9054b51f0e Finally, bringing back the first frame (in nonblocking mode) 2016-12-18 19:28:41 -05:00
Gregor Richards
ce7686104d Removing dead code 2016-12-18 19:28:41 -05:00
Gregor Richards
71e5cb756a Support for delay_frames=0 in nonblocking mode. 2016-12-18 19:28:41 -05:00
Gregor Richards
1c8f056239 Nonblocking initial connection. Haven't tested with delay_frames=0 yet 2016-12-18 19:28:41 -05:00
Gregor Richards
3f8f9761f6 Fixes particularly affecting delay_frames=0 mode 2016-12-18 19:28:41 -05:00
Gregor Richards
91e7db3eca This semicolon broke everything! 2016-12-18 19:28:40 -05:00
Gregor Richards
ba76528b8f A more sophisticated status variable for later making the initial
connection nonblocking.
2016-12-18 19:28:39 -05:00
Gregor Richards
0f5eec9987 Use zbuffer_size instead of state_size for the packet buffer 2016-12-18 19:28:39 -05:00
Gregor Richards
1214541410 Added packet buffer resizing to cope with initialization quirks. 2016-12-18 19:28:38 -05:00
Gregor Richards
36a93e5697 Fix a few bits broken by merging. 2016-12-18 19:28:38 -05:00
Gregor Richards
900e5a79ec Use nonblocking sockets for Netplay to avoid some stalls. 2016-12-18 19:28:38 -05:00
Twinaphex
d604441cea Merge pull request #4266 from GregorR/netplay-better-simulation
Better netplay input simulation
2016-12-18 07:13:52 +01:00
Gregor Richards
1245d1b5dd Better netplay input simulation
In resimulation mode, we only copy the buttons. The reason for this
is nonobvious:

If we resimulated nothing, then the /duration/ with which any input
was pressed would be approximately correct, since the original
simulation came in as the input came in, but the /number of times/
the input was pressed would be wrong, as there would be an
advancing wavefront of real data overtaking the simulated data
(which is really just real data offset by some frames).

That's acceptable for arrows in most situations, since the amount
you move is tied to the duration, but unacceptable for buttons,
which will seem to jerkily be pressed numerous times with those
wavefronts.
2016-12-18 00:46:02 -05:00
Gregor Richards
17e08c7a28 When we disconnect netplay, fully deinit it
In particular, we need to disentangle the interceding netplay callbacks.
In previous versions, if you disconnected netplay but were using a core
that made netplay stall for connections (i.e., one that has no
savestates), netplay would continue to stall because it still
interceded, even though it was supposed to be off. This fixes that.
2016-12-17 23:08:59 -05:00
Gregor Richards
8c08a5399d Fix a possible NULL dereference in load_savestate
In the unlikely situation that serial_info wasn't provided and the delta
frame wasn't ready (possibly an impossible situation) it previously
would have segfaulted. This fixes that.
2016-12-15 16:19:54 -05:00
twinaphex
b4c1927e27 (MSVC 2003) Buildfixes 2006-05-18 13:31:43 +02:00
Gregor Richards
9a4b28735b HAVE_SOCKET_LEGACY -> no IPv6
I had previously assumed that if AF_INET6 is defined, IPv6 support was
present. Some psychopathic console SDKs which shall not be named
actually define AF_INET6 but none of the IPv6 structures. As there is
therefore no way to determine whether IPv6 support is present at
preprocessor time, I'm ust assuming that HAVE_SOCKET_LEGACY implies no
IPv6. This means in effect that no consoles get IPv6 support.
2016-12-10 05:27:25 -05:00
twinaphex
4bf806ef00 (Netplay) Some build fixes for PS3 and others 2016-12-10 09:41:24 +01:00
Brad Parker
d558862e21 make "Got connection from" translatable. Update JP translation. 2016-12-09 23:38:00 -05:00
Gregor Richards
a70e21f328 Suppress a warning due to weird declarations on Windows. 2016-12-05 20:50:05 -05:00
Gregor Richards
e7f20a3673 Bugfixes
Silence some Coverity warnings (including a real memory leak) and be
more careful about checking IPv6 mode (for backwards compatibility with
systems that don't support IPv6 but may run code compiled to expect IPv6)
2016-12-05 00:45:40 -05:00
Gregor Richards
2b437ccb8c Don't need to explicitly demand IPPROTO_TCP (and doing so breaks some
SOCKET_LEGACY builds)
2016-12-03 16:33:48 -05:00
Spec-Chum
7a6a0ee7af Fix MSVC compilation 2016-12-03 18:24:49 +00:00
Gregor Richards
f725f38061 Use strlcpy 2016-12-03 09:58:16 -05:00
Gregor Richards
98f0d4d45b Better error messages when the Netplay handshake fails 2016-12-03 09:46:20 -05:00
Gregor Richards
3c7fc73735 sendto fix for MSVC 2016-12-02 23:15:53 -05:00
Twinaphex
d71df5c06f Merge pull request #4138 from GregorR/netplay-port-unsigned-short
Be explicit about types
2016-12-03 05:11:02 +01:00
Gregor Richards
cc664db231 Be explicit about types. 2016-12-02 23:08:34 -05:00