Commit Graph

226 Commits

Author SHA1 Message Date
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