RetroArch/network/netplay/netplay_private.h
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

183 lines
4.9 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2016 - Daniel De Matteis
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef __RARCH_NETPLAY_PRIVATE_H
#define __RARCH_NETPLAY_PRIVATE_H
#include "netplay.h"
#include <net/net_compat.h>
#include <retro_endianness.h>
#include "../../core.h"
#include "../../msg_hash.h"
#include "../../verbosity.h"
#ifdef ANDROID
#define HAVE_IPV6
#endif
#define WORDS_PER_FRAME 4 /* Allows us to send 128 bits worth of state per frame. */
#define MAX_SPECTATORS 16
#define RARCH_DEFAULT_PORT 55435
#define NETPLAY_PROTOCOL_VERSION 1
#define PREV_PTR(x) ((x) == 0 ? netplay->buffer_size - 1 : (x) - 1)
#define NEXT_PTR(x) ((x + 1) % netplay->buffer_size)
struct delta_frame
{
uint32_t frame;
void *state;
uint32_t real_input_state[WORDS_PER_FRAME - 1];
uint32_t simulated_input_state[WORDS_PER_FRAME - 1];
uint32_t self_state[WORDS_PER_FRAME - 1];
/* Have we read local input? */
bool have_local;
/* Have we read the real remote input? */
bool have_remote;
/* Is the current state as of self_frame_count using the real remote data? */
bool used_real;
};
struct netplay_callbacks {
void (*pre_frame) (netplay_t *netplay);
void (*post_frame)(netplay_t *netplay);
bool (*info_cb) (netplay_t *netplay, unsigned frames);
};
enum rarch_netplay_stall_reasons
{
RARCH_NETPLAY_STALL_NONE = 0,
RARCH_NETPLAY_STALL_RUNNING_FAST
};
struct netplay
{
char nick[32];
char other_nick[32];
struct sockaddr_storage other_addr;
struct retro_callbacks cbs;
/* TCP connection for state sending, etc. Also used for commands */
int fd;
/* UDP connection for game state updates. */
int udp_fd;
/* Which port is governed by netplay (other user)? */
unsigned port;
bool has_connection;
struct delta_frame *buffer;
size_t buffer_size;
/* Pointer where we are now. */
size_t self_ptr;
/* Points to the last reliable state that self ever had. */
size_t other_ptr;
/* Pointer to where we are reading.
* Generally, other_ptr <= read_ptr <= self_ptr. */
size_t read_ptr;
/* A pointer used temporarily for replay. */
size_t replay_ptr;
size_t state_size;
/* Are we replaying old frames? */
bool is_replay;
/* We don't want to poll several times on a frame. */
bool can_poll;
/* If we end up having to drop remote frame data because it's ahead of us, fast-forward is URGENT */
bool must_fast_forward;
/* A buffer for outgoing input packets. */
uint32_t packet_buffer[2 + WORDS_PER_FRAME];
uint32_t self_frame_count;
uint32_t read_frame_count;
uint32_t other_frame_count;
uint32_t replay_frame_count;
struct addrinfo *addr;
struct sockaddr_storage their_addr;
bool has_client_addr;
unsigned timeout_cnt;
/* Spectating. */
struct {
bool enabled;
int fds[MAX_SPECTATORS];
uint16_t *input;
size_t input_ptr;
size_t input_sz;
} spectate;
bool is_server;
/* User flipping
* Flipping state. If ptr >= flip_frame, we apply the flip.
* If not, we apply the opposite, effectively creating a trigger point.
* To avoid collition we need to make sure our client/host is synced up
* well after flip_frame before allowing another flip. */
bool flip;
uint32_t flip_frame;
/* Netplay pausing
*/
bool pause;
uint32_t pause_frame;
/* And stalling */
int stall;
struct netplay_callbacks* net_cbs;
};
extern void *netplay_data;
struct netplay_callbacks* netplay_get_cbs_net(void);
struct netplay_callbacks* netplay_get_cbs_spectate(void);
void netplay_log_connection(const struct sockaddr_storage *their_addr,
unsigned slot, const char *nick);
bool netplay_get_nickname(netplay_t *netplay, int fd);
bool netplay_send_nickname(netplay_t *netplay, int fd);
bool netplay_send_info(netplay_t *netplay);
uint32_t *netplay_bsv_header_generate(size_t *size, uint32_t magic);
bool netplay_bsv_parse_header(const uint32_t *header, uint32_t magic);
uint32_t netplay_impl_magic(void);
bool netplay_send_info(netplay_t *netplay);
bool netplay_get_info(netplay_t *netplay);
bool netplay_is_server(netplay_t* netplay);
bool netplay_is_spectate(netplay_t* netplay);
bool netplay_delta_frame_ready(netplay_t *netplay, struct delta_frame *delta, uint32_t frame);
#endif