RetroArch/network/netplay_private.h
2016-05-09 17:43:38 +02:00

153 lines
4.5 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 "../command_event.h"
#include "../general.h"
#include "../autosave.h"
#include "../dynamic.h"
#include "../movie.h"
#include "../msg_hash.h"
#include "../system.h"
#include "../runloop.h"
#include "../verbosity.h"
#ifdef ANDROID
#define HAVE_IPV6
#endif
#define UDP_FRAME_PACKETS 16
#define UDP_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 PREV_PTR(x) ((x) == 0 ? netplay->buffer_size - 1 : (x) - 1)
#define NEXT_PTR(x) ((x + 1) % netplay->buffer_size)
struct delta_frame
{
void *state;
uint32_t real_input_state[UDP_WORDS_PER_FRAME - 1];
uint32_t simulated_input_state[UDP_WORDS_PER_FRAME - 1];
uint32_t self_state[UDP_WORDS_PER_FRAME - 1];
bool is_simulated;
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);
};
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 temporary pointer used on replay. */
size_t tmp_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;
/* To compat UDP packet loss we also send
* old data along with the packets. */
uint32_t packet_buffer[UDP_FRAME_PACKETS * UDP_WORDS_PER_FRAME];
uint32_t frame_count;
uint32_t read_frame_count;
uint32_t other_frame_count;
uint32_t tmp_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;
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 np_log_connection(const struct sockaddr_storage *their_addr,
unsigned slot, const char *nick);
bool np_get_nickname(netplay_t *netplay, int fd);
bool np_send_nickname(netplay_t *netplay, int fd);
bool np_send_info(netplay_t *netplay);
uint32_t *np_bsv_header_generate(size_t *size, uint32_t magic);
bool np_bsv_parse_header(const uint32_t *header, uint32_t magic);
uint32_t np_impl_magic(void);
bool np_send_info(netplay_t *netplay);
bool np_get_info(netplay_t *netplay);
bool np_is_server(netplay_t* netplay);
bool np_is_spectate(netplay_t* netplay);
#endif