/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - Daniel De Matteis * Copyright (C) 2016-2017 - Gregor Richards * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include #include #include #include "netplay_private.h" #include "../../autosave.h" #include "../../driver.h" #include "../../input/input_driver.h" #if 0 #define DEBUG_NONDETERMINISTIC_CORES #endif /** * netplay_update_unread_ptr * * Update the global unread_ptr and unread_frame_count to correspond to the * earliest unread frame count of any connected player */ void netplay_update_unread_ptr(netplay_t *netplay) { if (netplay->is_server && !netplay->connected_players) { /* Nothing at all to read! */ netplay->unread_ptr = netplay->self_ptr; netplay->unread_frame_count = netplay->self_frame_count; } else { size_t new_unread_ptr = 0; uint32_t new_unread_frame_count = (uint32_t) -1; uint32_t player; for (player = 0; player < MAX_USERS; player++) { if (!(netplay->connected_players & (1<connected_slaves & (1<read_frame_count[player] < new_unread_frame_count) { new_unread_ptr = netplay->read_ptr[player]; new_unread_frame_count = netplay->read_frame_count[player]; } } if (!netplay->is_server && netplay->server_frame_count < new_unread_frame_count) { new_unread_ptr = netplay->server_ptr; new_unread_frame_count = netplay->server_frame_count; } if (new_unread_frame_count != (uint32_t) -1) { netplay->unread_ptr = new_unread_ptr; netplay->unread_frame_count = new_unread_frame_count; } else { netplay->unread_ptr = netplay->self_ptr; netplay->unread_frame_count = netplay->self_frame_count; } } } /** * netplay_simulate_input * @netplay : pointer to netplay object * @sim_ptr : frame index for which to simulate input * @resim : are we resimulating, or simulating this frame for the * first time? * * "Simulate" input by assuming it hasn't changed since the last read input. */ void netplay_simulate_input(netplay_t *netplay, size_t sim_ptr, bool resim) { uint32_t player; size_t prev; struct delta_frame *simframe, *pframe; simframe = &netplay->buffer[sim_ptr]; for (player = 0; player < MAX_USERS; player++) { if (!(netplay->connected_players & (1<have_real[player]) continue; prev = PREV_PTR(netplay->read_ptr[player]); pframe = &netplay->buffer[prev]; if (resim) { /* 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. */ const uint32_t keep = (1U<simulated_input_state[player][0] & keep; sim_state |= pframe->real_input_state[player][0] & ~keep; simframe->simulated_input_state[player][0] = sim_state; } else { memcpy(simframe->simulated_input_state[player], pframe->real_input_state[player], WORDS_PER_INPUT * sizeof(uint32_t)); } } } static void netplay_handle_frame_hash(netplay_t *netplay, struct delta_frame *delta) { if (netplay->is_server) { if (netplay->check_frames && delta->frame % abs(netplay->check_frames) == 0) { delta->crc = netplay_delta_frame_crc(netplay, delta); netplay_cmd_crc(netplay, delta); } } else if (delta->crc && netplay->crcs_valid) { /* We have a remote CRC, so check it */ uint32_t local_crc = netplay_delta_frame_crc(netplay, delta); if (local_crc != delta->crc) { if (!netplay->crc_validity_checked) { /* If the very first check frame is wrong, they probably just don't * work */ netplay->crcs_valid = false; } else if (netplay->crcs_valid) { /* Fix this! */ if (netplay->check_frames < 0) { /* Just report */ RARCH_ERR("Netplay CRCs mismatch!\n"); } else { netplay_cmd_request_savestate(netplay); } } } else if (!netplay->crc_validity_checked) { netplay->crc_validity_checked = true; } } } /** * netplay_sync_pre_frame * @netplay : pointer to netplay object * * Pre-frame for Netplay synchronization. */ bool netplay_sync_pre_frame(netplay_t *netplay) { retro_ctx_serialize_info_t serial_info; if (netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->run_ptr], netplay->run_frame_count)) { serial_info.data_const = NULL; serial_info.data = netplay->buffer[netplay->run_ptr].state; serial_info.size = netplay->state_size; memset(serial_info.data, 0, serial_info.size); if ((netplay->quirks & NETPLAY_QUIRK_INITIALIZATION) || netplay->run_frame_count == 0) { /* Don't serialize until it's safe */ } else if (!(netplay->quirks & NETPLAY_QUIRK_NO_SAVESTATES) && core_serialize(&serial_info)) { if (netplay->force_send_savestate && !netplay->stall && !netplay->remote_paused) { /* Bring our running frame and input frames into parity so we don't * send old info */ if (netplay->run_ptr != netplay->self_ptr) { memcpy(netplay->buffer[netplay->self_ptr].state, netplay->buffer[netplay->run_ptr].state, netplay->state_size); netplay->run_ptr = netplay->self_ptr; netplay->run_frame_count = netplay->self_frame_count; } /* Send this along to the other side */ serial_info.data_const = netplay->buffer[netplay->run_ptr].state; netplay_load_savestate(netplay, &serial_info, false); netplay->force_send_savestate = false; } } else { /* If the core can't serialize properly, we must stall for the * remote input on EVERY frame, because we can't recover */ netplay->quirks |= NETPLAY_QUIRK_NO_SAVESTATES; netplay->stateless_mode = true; } /* If we can't transmit savestates, we must stall until the client is ready */ if (netplay->run_frame_count > 0 && (netplay->quirks & (NETPLAY_QUIRK_NO_SAVESTATES|NETPLAY_QUIRK_NO_TRANSMISSION)) && (netplay->connections_size == 0 || !netplay->connections[0].active || netplay->connections[0].mode < NETPLAY_CONNECTION_CONNECTED)) netplay->stall = NETPLAY_STALL_NO_CONNECTION; } if (netplay->is_server) { fd_set fds; struct timeval tmp_tv = {0}; int new_fd; struct sockaddr_storage their_addr; socklen_t addr_size; struct netplay_connection *connection; size_t connection_num; /* Check for a connection */ FD_ZERO(&fds); FD_SET(netplay->listen_fd, &fds); if (socket_select(netplay->listen_fd + 1, &fds, NULL, NULL, &tmp_tv) > 0 && FD_ISSET(netplay->listen_fd, &fds)) { addr_size = sizeof(their_addr); new_fd = accept(netplay->listen_fd, (struct sockaddr*)&their_addr, &addr_size); if (new_fd < 0) { RARCH_ERR("%s\n", msg_hash_to_str(MSG_NETPLAY_FAILED)); goto process; } /* Set the socket nonblocking */ if (!socket_nonblock(new_fd)) { /* Catastrophe! */ socket_close(new_fd); goto process; } #if defined(IPPROTO_TCP) && defined(TCP_NODELAY) { int flag = 1; if (setsockopt(new_fd, IPPROTO_TCP, TCP_NODELAY, #ifdef _WIN32 (const char*) #else (const void*) #endif &flag, sizeof(int)) < 0) RARCH_WARN("Could not set netplay TCP socket to nodelay. Expect jitter.\n"); } #endif #if defined(F_SETFD) && defined(FD_CLOEXEC) /* Don't let any inherited processes keep open our port */ if (fcntl(new_fd, F_SETFD, FD_CLOEXEC) < 0) RARCH_WARN("Cannot set Netplay port to close-on-exec. It may fail to reopen if the client disconnects.\n"); #endif /* Allocate a connection */ for (connection_num = 0; connection_num < netplay->connections_size; connection_num++) if (!netplay->connections[connection_num].active && netplay->connections[connection_num].mode != NETPLAY_CONNECTION_DELAYED_DISCONNECT) break; if (connection_num == netplay->connections_size) { if (connection_num == 0) { netplay->connections = (struct netplay_connection*)malloc(sizeof(struct netplay_connection)); if (netplay->connections == NULL) { socket_close(new_fd); goto process; } netplay->connections_size = 1; } else { size_t new_connections_size = netplay->connections_size * 2; struct netplay_connection *new_connections = (struct netplay_connection*) realloc(netplay->connections, new_connections_size*sizeof(struct netplay_connection)); if (new_connections == NULL) { socket_close(new_fd); goto process; } memset(new_connections + netplay->connections_size, 0, netplay->connections_size * sizeof(struct netplay_connection)); netplay->connections = new_connections; netplay->connections_size = new_connections_size; } } connection = &netplay->connections[connection_num]; /* Set it up */ memset(connection, 0, sizeof(*connection)); connection->active = true; connection->fd = new_fd; connection->mode = NETPLAY_CONNECTION_INIT; if (!netplay_init_socket_buffer(&connection->send_packet_buffer, netplay->packet_buffer_size) || !netplay_init_socket_buffer(&connection->recv_packet_buffer, netplay->packet_buffer_size)) { if (connection->send_packet_buffer.data) netplay_deinit_socket_buffer(&connection->send_packet_buffer); connection->active = false; socket_close(new_fd); goto process; } netplay_handshake_init_send(netplay, connection); } } process: netplay->can_poll = true; input_poll_net(); return (netplay->stall != NETPLAY_STALL_NO_CONNECTION); } /** * netplay_sync_post_frame * @netplay : pointer to netplay object * * Post-frame for Netplay synchronization. * We check if we have new input and replay from recorded input. */ void netplay_sync_post_frame(netplay_t *netplay, bool stalled) { uint32_t lo_frame_count, hi_frame_count; /* Unless we're stalling, we've just finished running a frame */ if (!stalled) { netplay->run_ptr = NEXT_PTR(netplay->run_ptr); netplay->run_frame_count++; } /* We've finished an input frame even if we're stalling */ if ((!stalled || netplay->stall == NETPLAY_STALL_INPUT_LATENCY) && netplay->self_frame_count < netplay->run_frame_count + netplay->input_latency_frames) { netplay->self_ptr = NEXT_PTR(netplay->self_ptr); netplay->self_frame_count++; } /* Only relevant if we're connected and not in a desynching operation */ if ((netplay->is_server && !netplay->connected_players) || (netplay->self_mode < NETPLAY_CONNECTION_CONNECTED) || (netplay->desync)) { netplay->other_frame_count = netplay->self_frame_count; netplay->other_ptr = netplay->self_ptr; /* FIXME: Duplication */ if (netplay->catch_up) { netplay->catch_up = false; input_driver_unset_nonblock_state(); driver_set_nonblock_state(); } return; } /* Reset if it was requested */ if (netplay->force_reset) { core_reset(); netplay->force_reset = false; } #ifndef DEBUG_NONDETERMINISTIC_CORES if (!netplay->force_rewind) { /* Skip ahead if we predicted correctly. * Skip until our simulation failed. */ while (netplay->other_frame_count < netplay->unread_frame_count && netplay->other_frame_count < netplay->run_frame_count) { struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr]; size_t i; for (i = 0; i < MAX_USERS; i++) { if (memcmp(ptr->simulated_input_state[i], ptr->real_input_state[i], sizeof(ptr->real_input_state[i])) != 0 && !ptr->used_real[i]) break; } if (i != MAX_USERS) break; netplay_handle_frame_hash(netplay, ptr); netplay->other_ptr = NEXT_PTR(netplay->other_ptr); netplay->other_frame_count++; } } #endif /* Now replay the real input if we've gotten ahead of it */ if (netplay->force_rewind || (netplay->other_frame_count < netplay->unread_frame_count && netplay->other_frame_count < netplay->run_frame_count)) { retro_ctx_serialize_info_t serial_info; /* Replay frames. */ netplay->is_replay = true; netplay->replay_ptr = netplay->other_ptr; netplay->replay_frame_count = netplay->other_frame_count; if (netplay->quirks & NETPLAY_QUIRK_INITIALIZATION) /* Make sure we're initialized before we start loading things */ netplay_wait_and_init_serialization(netplay); serial_info.data = NULL; serial_info.data_const = netplay->buffer[netplay->replay_ptr].state; serial_info.size = netplay->state_size; if (!core_unserialize(&serial_info)) { RARCH_ERR("Netplay savestate loading failed: Prepare for desync!\n"); } while (netplay->replay_frame_count < netplay->run_frame_count) { retro_time_t start, tm; struct delta_frame *ptr = &netplay->buffer[netplay->replay_ptr]; serial_info.data = ptr->state; serial_info.size = netplay->state_size; serial_info.data_const = NULL; start = cpu_features_get_time_usec(); /* Remember the current state */ memset(serial_info.data, 0, serial_info.size); core_serialize(&serial_info); if (netplay->replay_frame_count < netplay->unread_frame_count) netplay_handle_frame_hash(netplay, ptr); /* Re-simulate this frame's input */ netplay_simulate_input(netplay, netplay->replay_ptr, true); autosave_lock(); core_run(); autosave_unlock(); netplay->replay_ptr = NEXT_PTR(netplay->replay_ptr); netplay->replay_frame_count++; #ifdef DEBUG_NONDETERMINISTIC_CORES if (ptr->have_remote && netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->replay_ptr], netplay->replay_frame_count)) { RARCH_LOG("PRE %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr)); if (netplay->is_server) RARCH_LOG("INP %X %X\n", ptr->real_input_state[0], ptr->self_state[0]); else RARCH_LOG("INP %X %X\n", ptr->self_state[0], ptr->real_input_state[0]); ptr = &netplay->buffer[netplay->replay_ptr]; serial_info.data = ptr->state; memset(serial_info.data, 0, serial_info.size); core_serialize(&serial_info); RARCH_LOG("POST %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr)); } #endif /* Get our time window */ tm = cpu_features_get_time_usec() - start; netplay->frame_run_time_sum -= netplay->frame_run_time[netplay->frame_run_time_ptr]; netplay->frame_run_time[netplay->frame_run_time_ptr] = tm; netplay->frame_run_time_sum += tm; netplay->frame_run_time_ptr++; if (netplay->frame_run_time_ptr >= NETPLAY_FRAME_RUN_TIME_WINDOW) netplay->frame_run_time_ptr = 0; } /* Average our time */ netplay->frame_run_time_avg = netplay->frame_run_time_sum / NETPLAY_FRAME_RUN_TIME_WINDOW; if (netplay->unread_frame_count < netplay->run_frame_count) { netplay->other_ptr = netplay->unread_ptr; netplay->other_frame_count = netplay->unread_frame_count; } else { netplay->other_ptr = netplay->run_ptr; netplay->other_frame_count = netplay->run_frame_count; } netplay->is_replay = false; netplay->force_rewind = false; } if (netplay->is_server) { uint32_t player; lo_frame_count = hi_frame_count = netplay->unread_frame_count; /* Look for players that are ahead of us */ for (player = 0; player < MAX_USERS; player++) { if (!(netplay->connected_players & (1<read_frame_count[player] > hi_frame_count) hi_frame_count = netplay->read_frame_count[player]; } } else { lo_frame_count = hi_frame_count = netplay->server_frame_count; } /* If we're behind, try to catch up */ if (netplay->catch_up) { /* Are we caught up? */ if (netplay->self_frame_count + 1 >= lo_frame_count) { netplay->catch_up = false; input_driver_unset_nonblock_state(); driver_set_nonblock_state(); } } else if (!stalled) { if (netplay->self_frame_count + 3 < lo_frame_count) { retro_time_t cur_time = cpu_features_get_time_usec(); uint32_t cur_behind = lo_frame_count - netplay->self_frame_count; /* We're behind, but we'll only try to catch up if we're actually * falling behind, i.e. if we're more behind after some time */ if (netplay->catch_up_time == 0) { /* Record our current time to check for catch-up later */ netplay->catch_up_time = cur_time; netplay->catch_up_behind = cur_behind; } else if (cur_time - netplay->catch_up_time > CATCH_UP_CHECK_TIME_USEC) { /* Time to check how far behind we are */ if (netplay->catch_up_behind <= cur_behind) { /* We're definitely falling behind! */ netplay->catch_up = true; netplay->catch_up_time = 0; input_driver_set_nonblock_state(); driver_set_nonblock_state(); } else { /* Check again in another period */ netplay->catch_up_time = cur_time; netplay->catch_up_behind = cur_behind; } } } else if (netplay->self_frame_count + 3 < hi_frame_count) { size_t i; netplay->catch_up_time = 0; /* We're falling behind some clients but not others, so request that * clients ahead of us stall */ for (i = 0; i < netplay->connections_size; i++) { struct netplay_connection *connection = &netplay->connections[i]; int player; if (!connection->active || connection->mode != NETPLAY_CONNECTION_PLAYING) continue; player = connection->player; /* Are they ahead? */ if (netplay->self_frame_count + 3 < netplay->read_frame_count[player]) { /* Tell them to stall */ if (connection->stall_frame + NETPLAY_MAX_REQ_STALL_FREQUENCY < netplay->self_frame_count) { connection->stall_frame = netplay->self_frame_count; netplay_cmd_stall(netplay, connection, netplay->read_frame_count[player] - netplay->self_frame_count + 1); } } } } else netplay->catch_up_time = 0; } else netplay->catch_up_time = 0; }