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65e308c92d
This fixes a bug whereby reconnections would be out of sync due to the flip state of the server and client being different. The server now resets its flip state on disconnect. |
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netplay_common.c | ||
netplay_net.c | ||
netplay_private.h | ||
netplay_spectate.c | ||
netplay.c | ||
netplay.h | ||
README |
This is RetroArch's Netplay code. RetroArch Netplay allows a second player to be connected via the Internet, rather than local at the same computer. Netplay in RetroArch is guaranteed* to work with perfect synchronization given a few minor constraints: (1) The core is deterministic, (2) The only input devices the core interacts with are the joypad and analog sticks, and (3) Both the core and the loaded content are identical on host and client. Furthermore, if the core supports serialization (save states), Netplay allows for latency and clock drift, providing both host and client with a smooth experience. Note that this documentation is all for (the poorly-named) "net" mode, which is the normal mode, and not "spectator" mode, which has its own whole host of problems. Netplay in RetroArch works by expecting input to come delayed from the network, then rewinding and re-playing with the delayed input to get a consistent state. So long as both sides agree on which frame is which, it should be impossible for them to become de-synced, since each input event always happens at the correct frame. In terms of the implementation, Netplay is in effect a state buffer (implemented as a ring of buffers) and some pre- and post-frame behaviors. Within the state buffers, there are three locations: self, other and read. Each refers to a frame, and a state buffer corresponding to that frame. The state buffer contains the savestate for the frame, and the input from both the local and remote players. Self is where the emulator believes itself to be, which may be ahead or behind of what it's read from the peer. Generally speaking, self progresses at 1 frame per frame, except when the network stalls, described later. Other is where it was most recently in perfect sync: i.e., other-1 is the last frame from which both local and remote input have been actioned. As such, other is always less than or equal to both self and read. Since the state buffer is a ring, other is the first frame that it's unsafe to overwrite. Read is where it's read up to, which can be slightly ahead of other since it can't always immediately act upon new data. In general, other ≤ read and other ≤ self. In all likelihood, read ≤ self, but it is both possible and supported for the remote host to get ahead of the local host. Pre-frame, Netplay serializes the core's state, polls for local input, and polls for input from the other side. If the input from the other side is too far behind, it stalls to allow the other side to catch up. To assure that this stalling does not block the UI thread, it is implemented similarly to pausing, rather than by blocking on the socket. If input has not been received for the other side up to the current frame (the usual case), the remote input is simulated in a simplistic manner. Each frame's local serialized state and simulated or real input goes into the frame buffers. During the frame of execution, when the core requests input, it receives the input from the state buffer, both local and real or simulated remote. Post-frame, it checks whether it's read more than it's actioned, i.e. if read > other self > other. If so, it first checks whether its simulated remote data was correct. If it was, it simply moves other up. If not, it rewinds to other (by loading the serialized state there) and runs the core in replay mode with the real data up to the least of self and read, then sets other to that. When in Netplay mode, the callback for receiving input is replaced by input_state_net. It is the role of input_state_net to combine the true local input (whether live or replay) with the remote input (whether true or simulated). Some thoughts about "frame counts": The frame counters act like indexes into a 0-indexed array; i.e., they refer to the first unactioned frame. So, when read_frame_count is 23, we've read 23 frames, but the last frame we read is frame 22. With self_frame_count it's slightly more complicated, since there are two relevant actions: Reading the data and emulating with the data. The frame count is only incremented after the latter, so there is a period of time during which we've actually read self_frame_count+1 frames of local input. * Guarantee not actually a guarantee. Netplay's command format Netplay commands consist of a 32-bit command identifier, followed by a 32-bit payload size, both in network byte order, followed by a payload. The command identifiers are listed in netplay.h. The commands are described below. Unless specified otherwise, all payload values are in network byte order. Command: ACK Payload: None Description: Acknowledgement. Not used. Command: NAK Payload: None Description: Negative Acknowledgement. If received, the connection is terminated. Sent whenever a command is malformed or otherwise not understood. Command: INPUT Payload: { frame number: uint32 joypad input: uint32 analog 1 input: uint32 analog 2 input: uint32 OPTIONAL state CRC: uint32 } Description: Input state for each frame. Netplay must send an INPUT command for every frame in order to function at all. Command: FLIP_PLAYERS Payload: { frame number: uint32 } Description: Flip players at the requested frame. Command: DISCONNECT Payload: None Description: Gracefully disconnect. Not used. Command: CRC Payload: { frame number: uint32 hash: uint32 } Description: Informs the peer of the correct CRC hash for the specified frame. If the receiver's hash doesn't match, they should send a REQUEST_SAVESTATE command. Command: REQUEST_SAVESTATE Payload: None Description: Requests that the peer send a savestate. Command: LOAD_SAVESTATE Payload: { frame number: uint32 serialized save state: blob (variable size) } Description: Cause the other side to load a savestate, notionally one which the sending side has also loaded.