mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-29 14:13:19 +00:00
3ff9a43b7d
This commit makes spectator mode and slave mode in netplay always stay ahead of the input, thereby avoiding rewinds, which is sort of the point. This also changes catch-up detection to be a bit less eager, so that they hopefully don't flap between stalling for server input and catching up with that input.
857 lines
23 KiB
C
857 lines
23 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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* Copyright (C) 2016-2017 - Gregor Richards
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __RARCH_NETPLAY_PRIVATE_H
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#define __RARCH_NETPLAY_PRIVATE_H
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#include "netplay.h"
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#include <net/net_compat.h>
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#include <net/net_natt.h>
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#include <features/features_cpu.h>
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#include <streams/trans_stream.h>
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#include "../../msg_hash.h"
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#include "../../verbosity.h"
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#define WORDS_PER_INPUT 3 /* Buttons, left stick, right stick */
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#define WORDS_PER_FRAME (WORDS_PER_INPUT+2) /* + frameno, playerno */
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#define NETPLAY_PROTOCOL_VERSION 4
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#define RARCH_DEFAULT_PORT 55435
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#define RARCH_DEFAULT_NICK "Anonymous"
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#define NETPLAY_NICK_LEN 32
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#define NETPLAY_PASS_LEN 128
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#define NETPLAY_PASS_HASH_LEN 64 /* length of a SHA-256 hash */
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#define MAX_SERVER_STALL_TIME_USEC (5*1000*1000)
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#define MAX_CLIENT_STALL_TIME_USEC (10*1000*1000)
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#define CATCH_UP_CHECK_TIME_USEC (500*1000)
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#define MAX_RETRIES 16
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#define RETRY_MS 500
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#define NETPLAY_MAX_STALL_FRAMES 60
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#define NETPLAY_FRAME_RUN_TIME_WINDOW 120
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#define NETPLAY_MAX_REQ_STALL_TIME 60
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#define NETPLAY_MAX_REQ_STALL_FREQUENCY 120
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#define PREV_PTR(x) ((x) == 0 ? netplay->buffer_size - 1 : (x) - 1)
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#define NEXT_PTR(x) ((x + 1) % netplay->buffer_size)
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/* Quirks mandated by how particular cores save states. This is distilled from
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* the larger set of quirks that the quirks environment can communicate. */
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#define NETPLAY_QUIRK_NO_SAVESTATES (1<<0)
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#define NETPLAY_QUIRK_NO_TRANSMISSION (1<<1)
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#define NETPLAY_QUIRK_INITIALIZATION (1<<2)
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#define NETPLAY_QUIRK_ENDIAN_DEPENDENT (1<<3)
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#define NETPLAY_QUIRK_PLATFORM_DEPENDENT (1<<4)
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/* Mapping of serialization quirks to netplay quirks. */
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#define NETPLAY_QUIRK_MAP_UNDERSTOOD \
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(RETRO_SERIALIZATION_QUIRK_INCOMPLETE \
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|RETRO_SERIALIZATION_QUIRK_CORE_VARIABLE_SIZE \
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|RETRO_SERIALIZATION_QUIRK_MUST_INITIALIZE \
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|RETRO_SERIALIZATION_QUIRK_SINGLE_SESSION \
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|RETRO_SERIALIZATION_QUIRK_ENDIAN_DEPENDENT \
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|RETRO_SERIALIZATION_QUIRK_PLATFORM_DEPENDENT)
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#define NETPLAY_QUIRK_MAP_NO_SAVESTATES \
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(RETRO_SERIALIZATION_QUIRK_INCOMPLETE)
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#define NETPLAY_QUIRK_MAP_NO_TRANSMISSION \
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(RETRO_SERIALIZATION_QUIRK_SINGLE_SESSION)
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#define NETPLAY_QUIRK_MAP_INITIALIZATION \
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(RETRO_SERIALIZATION_QUIRK_MUST_INITIALIZE)
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#define NETPLAY_QUIRK_MAP_ENDIAN_DEPENDENT \
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(RETRO_SERIALIZATION_QUIRK_ENDIAN_DEPENDENT)
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#define NETPLAY_QUIRK_MAP_PLATFORM_DEPENDENT \
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(RETRO_SERIALIZATION_QUIRK_PLATFORM_DEPENDENT)
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/* Compression protocols supported */
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#define NETPLAY_COMPRESSION_ZLIB (1<<0)
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#if HAVE_ZLIB
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#define NETPLAY_COMPRESSION_SUPPORTED NETPLAY_COMPRESSION_ZLIB
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#else
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#define NETPLAY_COMPRESSION_SUPPORTED 0
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#endif
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enum netplay_cmd
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{
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/* Basic commands */
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/* Acknowlegement response */
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NETPLAY_CMD_ACK = 0x0000,
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/* Failed acknowlegement response */
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NETPLAY_CMD_NAK = 0x0001,
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/* Gracefully disconnects from host */
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NETPLAY_CMD_DISCONNECT = 0x0002,
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/* Input data */
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NETPLAY_CMD_INPUT = 0x0003,
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/* Non-input data */
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NETPLAY_CMD_NOINPUT = 0x0004,
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/* Initialization commands */
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/* Inform the other side of our nick (must be first command) */
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NETPLAY_CMD_NICK = 0x0020,
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/* Give the connection password */
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NETPLAY_CMD_PASSWORD = 0x0021,
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/* Give core/content info */
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NETPLAY_CMD_INFO = 0x0022,
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/* Initial synchronization info (frame, sram, player info) */
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NETPLAY_CMD_SYNC = 0x0023,
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/* Join spectator mode */
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NETPLAY_CMD_SPECTATE = 0x0024,
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/* Join play mode */
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NETPLAY_CMD_PLAY = 0x0025,
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/* Report player mode */
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NETPLAY_CMD_MODE = 0x0026,
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/* Report player mode refused */
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NETPLAY_CMD_MODE_REFUSED = 0x0027,
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/* Loading and synchronization */
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/* Send the CRC hash of a frame's state */
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NETPLAY_CMD_CRC = 0x0040,
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/* Request a savestate */
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NETPLAY_CMD_REQUEST_SAVESTATE = 0x0041,
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/* Send a savestate for the client to load */
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NETPLAY_CMD_LOAD_SAVESTATE = 0x0042,
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/* Pauses the game, takes no arguments */
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NETPLAY_CMD_PAUSE = 0x0043,
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/* Resumes the game, takes no arguments */
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NETPLAY_CMD_RESUME = 0x0044,
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/* Request that a client stall because it's running fast */
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NETPLAY_CMD_STALL = 0x0045,
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/* Request a core reset */
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NETPLAY_CMD_RESET = 0x0046,
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/* Sends over cheats enabled on client (unsupported) */
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NETPLAY_CMD_CHEATS = 0x0047,
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/* Misc. commands */
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/* Swap inputs between player 1 and player 2 */
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NETPLAY_CMD_FLIP_PLAYERS = 0x0060,
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/* Sends multiple config requests over,
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* See enum netplay_cmd_cfg */
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NETPLAY_CMD_CFG = 0x0061,
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/* CMD_CFG streamlines sending multiple
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configurations. This acknowledges
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each one individually */
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NETPLAY_CMD_CFG_ACK = 0x0062
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};
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#define NETPLAY_CMD_INPUT_BIT_SERVER (1U<<31)
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#define NETPLAY_CMD_SYNC_BIT_PAUSED (1U<<31)
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#define NETPLAY_CMD_PLAY_BIT_SLAVE (1U)
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#define NETPLAY_CMD_MODE_BIT_SLAVE (1U<<18)
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#define NETPLAY_CMD_MODE_BIT_PLAYING (1U<<17)
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#define NETPLAY_CMD_MODE_BIT_YOU (1U<<16)
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/* These are the reasons given for mode changes to be rejected */
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enum netplay_cmd_mode_reasons
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{
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/* Other/unknown reason */
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NETPLAY_CMD_MODE_REFUSED_REASON_OTHER,
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/* You don't have permission to play */
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NETPLAY_CMD_MODE_REFUSED_REASON_UNPRIVILEGED,
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/* There are no free player slots */
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NETPLAY_CMD_MODE_REFUSED_REASON_NO_SLOTS
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};
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enum rarch_netplay_connection_mode
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{
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NETPLAY_CONNECTION_NONE = 0,
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/* Initialization: */
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NETPLAY_CONNECTION_INIT, /* Waiting for header */
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NETPLAY_CONNECTION_PRE_NICK, /* Waiting for nick */
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NETPLAY_CONNECTION_PRE_PASSWORD, /* Waiting for password */
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NETPLAY_CONNECTION_PRE_INFO, /* Waiting for core/content info */
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NETPLAY_CONNECTION_PRE_SYNC, /* Waiting for sync */
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/* Ready: */
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NETPLAY_CONNECTION_CONNECTED, /* Modes above this are connected */
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NETPLAY_CONNECTION_SPECTATING, /* Spectator mode */
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NETPLAY_CONNECTION_SLAVE, /* Playing in slave mode */
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NETPLAY_CONNECTION_PLAYING /* Normal ready state */
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};
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enum rarch_netplay_stall_reason
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{
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NETPLAY_STALL_NONE = 0,
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/* We're so far ahead that we can't read more data without overflowing the
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* buffer */
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NETPLAY_STALL_RUNNING_FAST,
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/* We're in spectator or slave mode and are running ahead at all */
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NETPLAY_STALL_SPECTATOR_WAIT,
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/* Our actual execution is catching up with latency-adjusted input frames */
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NETPLAY_STALL_INPUT_LATENCY,
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/* The server asked us to stall */
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NETPLAY_STALL_SERVER_REQUESTED,
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/* We have no connection and must have one to proceed */
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NETPLAY_STALL_NO_CONNECTION
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};
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typedef uint32_t netplay_input_state_t[WORDS_PER_INPUT];
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struct delta_frame
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{
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bool used; /* a bit derpy, but this is how we know if the delta's been used at all */
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uint32_t frame;
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/* The serialized state of the core at this frame, before input */
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void *state;
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/* The CRC-32 of the serialized state if we've calculated it, else 0 */
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uint32_t crc;
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/* The real, simulated and local input. If we're playing, self_state is
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* mirrored to the appropriate real_input_state player. */
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netplay_input_state_t real_input_state[MAX_USERS];
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netplay_input_state_t simulated_input_state[MAX_USERS];
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netplay_input_state_t self_state;
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/* Have we read local input? */
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bool have_local;
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/* Have we read the real (remote) input? */
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bool have_real[MAX_USERS];
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/* Is the current state as of self_frame_count using the real (remote) data? */
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bool used_real[MAX_USERS];
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};
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struct socket_buffer
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{
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unsigned char *data;
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size_t bufsz;
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size_t start, end;
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size_t read;
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};
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/* Each connection gets a connection struct */
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struct netplay_connection
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{
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/* Is this connection buffer in use? */
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bool active;
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/* fd associated with this connection */
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int fd;
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/* Address of peer */
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struct sockaddr_storage addr;
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/* Nickname of peer */
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char nick[NETPLAY_NICK_LEN];
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/* Salt associated with password transaction */
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uint32_t salt;
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/* Is this connection allowed to play (server only)? */
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bool can_play;
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/* Buffers for sending and receiving data */
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struct socket_buffer send_packet_buffer, recv_packet_buffer;
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/* Mode of the connection */
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enum rarch_netplay_connection_mode mode;
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/* Player # of connected player */
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uint32_t player;
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/* What compression does this peer support? */
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uint32_t compression_supported;
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/* Is this player paused? */
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bool paused;
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/* Is this connection stalling? */
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enum rarch_netplay_stall_reason stall;
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retro_time_t stall_time;
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/* For the server: When was the last time we requested this client to stall?
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* For the client: How many frames of stall do we have left? */
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uint32_t stall_frame;
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};
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/* Compression transcoder */
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struct compression_transcoder
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{
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const struct trans_stream_backend *compression_backend;
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void *compression_stream;
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const struct trans_stream_backend *decompression_backend;
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void *decompression_stream;
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};
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struct netplay
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{
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/* Are we the server? */
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bool is_server;
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/* Our nickname */
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char nick[NETPLAY_NICK_LEN];
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/* TCP connection for listening (server only) */
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int listen_fd;
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/* Our player number */
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uint32_t self_player;
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/* Our mode and status */
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enum rarch_netplay_connection_mode self_mode;
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/* All of our connections */
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struct netplay_connection *connections;
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size_t connections_size;
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struct netplay_connection one_connection; /* Client only */
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/* Bitmap of players with controllers (low bit is player 1) */
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uint32_t connected_players;
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/* Bitmap of players playing in slave mode (should be a subset of
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* connected_players) */
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uint32_t connected_slaves;
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/* Maximum player number */
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uint32_t player_max;
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struct retro_callbacks cbs;
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/* TCP port (only set if serving) */
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uint16_t tcp_port;
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/* NAT traversal info (if NAT traversal is used and serving) */
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bool nat_traversal, nat_traversal_task_oustanding;
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struct natt_status nat_traversal_state;
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struct delta_frame *buffer;
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size_t buffer_size;
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/* Compression transcoder */
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struct compression_transcoder compress_nil,
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compress_zlib;
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/* A buffer into which to compress frames for transfer */
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uint8_t *zbuffer;
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size_t zbuffer_size;
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/* The size of our packet buffers */
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size_t packet_buffer_size;
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/* The frame we're currently inputting */
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size_t self_ptr;
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uint32_t self_frame_count;
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/* The frame we're currently running, which may be behind the frame we're
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* currently inputting if we're using input latency */
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size_t run_ptr;
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uint32_t run_frame_count;
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/* The first frame at which some data might be unreliable */
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size_t other_ptr;
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uint32_t other_frame_count;
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/* Pointer to the first frame for which we're missing the data of at least
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* one connected player excluding ourself.
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* Generally, other_ptr <= unread_ptr <= self_ptr, but unread_ptr can get ahead
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* of self_ptr if the peer is running fast. */
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size_t unread_ptr;
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uint32_t unread_frame_count;
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/* Pointer to the next frame to read from each player */
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size_t read_ptr[MAX_USERS];
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uint32_t read_frame_count[MAX_USERS];
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/* Pointer to the next frame to read from the server (as it might not be a
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* player but still synchronizes) */
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size_t server_ptr;
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uint32_t server_frame_count;
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/* A pointer used temporarily for replay. */
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size_t replay_ptr;
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uint32_t replay_frame_count;
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/* Size of savestates */
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size_t state_size;
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/* Are we replaying old frames? */
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bool is_replay;
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/* We don't want to poll several times on a frame. */
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bool can_poll;
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/* Force a rewind to other_frame_count/other_ptr. This is for synchronized
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* events, such as player flipping or savestate loading. */
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bool force_rewind;
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/* Force a reset */
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bool force_reset;
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/* Quirks in the savestate implementation */
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uint64_t quirks;
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/* Force our state to be sent to all connections */
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bool force_send_savestate;
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/* Have we requested a savestate as a sync point? */
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bool savestate_request_outstanding;
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/* A buffer for outgoing input packets. */
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uint32_t input_packet_buffer[2 + WORDS_PER_FRAME];
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/* Our local socket info */
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struct addrinfo *addr;
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/* Counter for timeouts */
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unsigned timeout_cnt;
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/* User flipping
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* Flipping state. If frame >= flip_frame, we apply the flip.
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* If not, we apply the opposite, effectively creating a trigger point. */
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bool flip;
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uint32_t flip_frame;
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/* Netplay pausing */
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bool local_paused;
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bool remote_paused;
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/* If true, never progress without peer input (stateless/rewindless mode) */
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bool stateless_mode;
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/* We stall if we're far enough ahead that we couldn't transparently rewind.
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* To know if we could transparently rewind, we need to know how long
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* running a frame takes. We record that every frame and get a running
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* (window) average */
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retro_time_t frame_run_time[NETPLAY_FRAME_RUN_TIME_WINDOW];
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int frame_run_time_ptr;
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retro_time_t frame_run_time_sum, frame_run_time_avg;
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/* Latency frames and limits */
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unsigned input_latency_frames;
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/* Are we stalled? */
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enum rarch_netplay_stall_reason stall;
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/* How long have we been stalled? */
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retro_time_t stall_time;
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/* Opposite of stalling, should we be catching up? */
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bool catch_up;
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/* When did we start falling behind? */
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retro_time_t catch_up_time;
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/* How far behind did we fall? */
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uint32_t catch_up_behind;
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/* Frequency with which to check CRCs */
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int check_frames;
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/* Have we checked whether CRCs are valid at all? */
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bool crc_validity_checked;
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/* Are they valid? */
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bool crcs_valid;
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};
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/***************************************************************
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* NETPLAY-BUF.C
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**************************************************************/
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/**
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* netplay_init_socket_buffer
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*
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* Initialize a new socket buffer.
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*/
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bool netplay_init_socket_buffer(struct socket_buffer *sbuf, size_t size);
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/**
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* netplay_resize_socket_buffer
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*
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* Resize the given socket_buffer's buffer to the requested size.
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*/
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bool netplay_resize_socket_buffer(struct socket_buffer *sbuf, size_t newsize);
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/**
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* netplay_deinit_socket_buffer
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*
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* Free a socket buffer.
|
|
*/
|
|
void netplay_deinit_socket_buffer(struct socket_buffer *sbuf);
|
|
|
|
/**
|
|
* netplay_send
|
|
*
|
|
* Queue the given data for sending.
|
|
*/
|
|
bool netplay_send(struct socket_buffer *sbuf, int sockfd, const void *buf,
|
|
size_t len);
|
|
|
|
/**
|
|
* netplay_send_flush
|
|
*
|
|
* Flush unsent data in the given socket buffer, blocking to do so if
|
|
* requested.
|
|
*
|
|
* Returns false only on socket failures, true otherwise.
|
|
*/
|
|
bool netplay_send_flush(struct socket_buffer *sbuf, int sockfd, bool block);
|
|
|
|
/**
|
|
* netplay_recv
|
|
*
|
|
* Receive buffered or fresh data.
|
|
*
|
|
* Returns number of bytes returned, which may be short or 0, or -1 on error.
|
|
*/
|
|
ssize_t netplay_recv(struct socket_buffer *sbuf, int sockfd, void *buf,
|
|
size_t len, bool block);
|
|
|
|
/**
|
|
* netplay_recv_reset
|
|
*
|
|
* Reset our recv buffer so that future netplay_recvs will read the same data
|
|
* again.
|
|
*/
|
|
void netplay_recv_reset(struct socket_buffer *sbuf);
|
|
|
|
/**
|
|
* netplay_recv_flush
|
|
*
|
|
* Flush our recv buffer, so a future netplay_recv_reset will reset to this
|
|
* point.
|
|
*/
|
|
void netplay_recv_flush(struct socket_buffer *sbuf);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-DELTA.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_delta_frame_ready
|
|
*
|
|
* Prepares, if possible, a delta frame for input, and reports whether it is
|
|
* ready.
|
|
*
|
|
* Returns: True if the delta frame is ready for input at the given frame,
|
|
* false otherwise.
|
|
*/
|
|
bool netplay_delta_frame_ready(netplay_t *netplay, struct delta_frame *delta,
|
|
uint32_t frame);
|
|
|
|
/**
|
|
* netplay_delta_frame_crc
|
|
*
|
|
* Get the CRC for the serialization of this frame.
|
|
*/
|
|
uint32_t netplay_delta_frame_crc(netplay_t *netplay, struct delta_frame *delta);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-DISCOVERY.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_lan_ad_server
|
|
*
|
|
* Respond to any LAN ad queries that the netplay server has received.
|
|
*/
|
|
bool netplay_lan_ad_server(netplay_t *netplay);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-FRONTEND.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_load_savestate
|
|
* @netplay : pointer to netplay object
|
|
* @serial_info : the savestate being loaded, NULL means
|
|
* "load it yourself"
|
|
* @save : Whether to save the provided serial_info
|
|
* into the frame buffer
|
|
*
|
|
* Inform Netplay of a savestate load and send it to the other side
|
|
**/
|
|
void netplay_load_savestate(netplay_t *netplay,
|
|
retro_ctx_serialize_info_t *serial_info, bool save);
|
|
|
|
/**
|
|
* input_poll_net
|
|
*
|
|
* Poll the network if necessary.
|
|
*/
|
|
void input_poll_net(void);
|
|
|
|
/***************************************************************
|
|
* NETPLAY-HANDSHAKE.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_handshake_init_send
|
|
*
|
|
* Initialize our handshake and send the first part of the handshake protocol.
|
|
*/
|
|
bool netplay_handshake_init_send(netplay_t *netplay,
|
|
struct netplay_connection *connection);
|
|
|
|
/**
|
|
* netplay_handshake
|
|
*
|
|
* Data receiver for all handshake states.
|
|
*/
|
|
bool netplay_handshake(netplay_t *netplay,
|
|
struct netplay_connection *connection, bool *had_input);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-INIT.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_try_init_serialization
|
|
*
|
|
* Try to initialize serialization. For quirky cores.
|
|
*
|
|
* Returns true if serialization is now ready, false otherwise.
|
|
*/
|
|
bool netplay_try_init_serialization(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_wait_and_init_serialization
|
|
*
|
|
* Try very hard to initialize serialization, simulating multiple frames if
|
|
* necessary. For quirky cores.
|
|
*
|
|
* Returns true if serialization is now ready, false otherwise.
|
|
*/
|
|
bool netplay_wait_and_init_serialization(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_new:
|
|
* @direct_host : Netplay host discovered from scanning.
|
|
* @server : IP address of server.
|
|
* @port : Port of server.
|
|
* @stateless_mode : Shall we run in stateless mode?
|
|
* @check_frames : Frequency with which to check CRCs.
|
|
* @cb : Libretro callbacks.
|
|
* @nat_traversal : If true, attempt NAT traversal.
|
|
* @nick : Nickname of user.
|
|
* @quirks : Netplay quirks required for this session.
|
|
*
|
|
* Creates a new netplay handle. A NULL server means we're
|
|
* hosting.
|
|
*
|
|
* Returns: new netplay data.
|
|
*/
|
|
netplay_t *netplay_new(void *direct_host, const char *server, uint16_t port,
|
|
bool stateless_mode, int check_frames,
|
|
const struct retro_callbacks *cb, bool nat_traversal, const char *nick,
|
|
uint64_t quirks);
|
|
|
|
/**
|
|
* netplay_free
|
|
* @netplay : pointer to netplay object
|
|
*
|
|
* Frees netplay data/
|
|
*/
|
|
void netplay_free(netplay_t *netplay);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-IO.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* netplay_hangup:
|
|
*
|
|
* Disconnects an active Netplay connection due to an error
|
|
*/
|
|
void netplay_hangup(netplay_t *netplay, struct netplay_connection *connection);
|
|
|
|
/**
|
|
* netplay_send_cur_input
|
|
*
|
|
* Send the current input frame to a given connection.
|
|
*
|
|
* Returns true if successful, false otherwise.
|
|
*/
|
|
bool netplay_send_cur_input(netplay_t *netplay,
|
|
struct netplay_connection *connection);
|
|
|
|
/**
|
|
* netplay_send_raw_cmd
|
|
*
|
|
* Send a raw Netplay command to the given connection.
|
|
*
|
|
* Returns true on success, false on failure.
|
|
*/
|
|
bool netplay_send_raw_cmd(netplay_t *netplay,
|
|
struct netplay_connection *connection, uint32_t cmd, const void *data,
|
|
size_t size);
|
|
|
|
/**
|
|
* netplay_send_raw_cmd_all
|
|
*
|
|
* Send a raw Netplay command to all connections, optionally excluding one
|
|
* (typically the client that the relevant command came from)
|
|
*/
|
|
void netplay_send_raw_cmd_all(netplay_t *netplay,
|
|
struct netplay_connection *except, uint32_t cmd, const void *data,
|
|
size_t size);
|
|
|
|
/**
|
|
* netplay_cmd_crc
|
|
*
|
|
* Send a CRC command to all active clients.
|
|
*/
|
|
bool netplay_cmd_crc(netplay_t *netplay, struct delta_frame *delta);
|
|
|
|
/**
|
|
* netplay_cmd_request_savestate
|
|
*
|
|
* Send a savestate request command.
|
|
*/
|
|
bool netplay_cmd_request_savestate(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_cmd_mode
|
|
*
|
|
* Send a mode request command to either play or spectate.
|
|
*/
|
|
bool netplay_cmd_mode(netplay_t *netplay,
|
|
struct netplay_connection *connection,
|
|
enum rarch_netplay_connection_mode mode);
|
|
|
|
/**
|
|
* netplay_cmd_stall
|
|
*
|
|
* Send a stall command.
|
|
*/
|
|
bool netplay_cmd_stall(netplay_t *netplay,
|
|
struct netplay_connection *connection,
|
|
uint32_t frames);
|
|
|
|
/**
|
|
* netplay_poll_net_input
|
|
*
|
|
* Poll input from the network
|
|
*/
|
|
int netplay_poll_net_input(netplay_t *netplay, bool block);
|
|
|
|
/**
|
|
* netplay_handle_slaves
|
|
*
|
|
* Handle any slave connections
|
|
*/
|
|
void netplay_handle_slaves(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_flip_port
|
|
*
|
|
* Should we flip ports 0 and 1?
|
|
*/
|
|
bool netplay_flip_port(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_announce_nat_traversal
|
|
*
|
|
* Announce successful NAT traversal.
|
|
*/
|
|
void netplay_announce_nat_traversal(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_init_nat_traversal
|
|
*
|
|
* Initialize the NAT traversal library and try to open a port
|
|
*/
|
|
void netplay_init_nat_traversal(netplay_t *netplay);
|
|
|
|
|
|
/***************************************************************
|
|
* NETPLAY-SYNC.C
|
|
**************************************************************/
|
|
|
|
/**
|
|
* 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);
|
|
|
|
/**
|
|
* 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);
|
|
|
|
/**
|
|
* netplay_sync_pre_frame
|
|
* @netplay : pointer to netplay object
|
|
*
|
|
* Pre-frame for Netplay synchronization.
|
|
*/
|
|
bool netplay_sync_pre_frame(netplay_t *netplay);
|
|
|
|
/**
|
|
* netplay_sync_post_frame
|
|
* @netplay : pointer to netplay object
|
|
* @stalled : true if we're currently stalled
|
|
*
|
|
* 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);
|
|
|
|
#endif
|