RetroArch/network/netplay/netplay.h
Gregor Richards d53373a5cb Netplay savestate loading frontend changes
Support for the frontend to inform Netplay when a savestate has been
loaded, so Netplay can in turn inform the peer.
2016-09-17 11:24:23 -04:00

213 lines
5.7 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_H
#define __RARCH_NETPLAY_H
#include <stdint.h>
#include <stddef.h>
#include <boolean.h>
#include <libretro.h>
#include "../../core.h"
typedef struct netplay netplay_t;
enum rarch_netplay_ctl_state
{
RARCH_NETPLAY_CTL_NONE = 0,
RARCH_NETPLAY_CTL_FLIP_PLAYERS,
RARCH_NETPLAY_CTL_FULLSCREEN_TOGGLE,
RARCH_NETPLAY_CTL_POST_FRAME,
RARCH_NETPLAY_CTL_PRE_FRAME,
RARCH_NETPLAY_CTL_IS_DATA_INITED,
RARCH_NETPLAY_CTL_PAUSE,
RARCH_NETPLAY_CTL_UNPAUSE,
RARCH_NETPLAY_CTL_LOAD_SAVESTATE
};
enum netplay_cmd
{
/* Basic commands */
/* Acknowlegement response */
NETPLAY_CMD_ACK = 0x0000,
/* Failed acknowlegement response */
NETPLAY_CMD_NAK = 0x0001,
/* Input data */
NETPLAY_CMD_INPUT = 0x0002,
/* Misc. commands */
/* Swap inputs between player 1 and player 2 */
NETPLAY_CMD_FLIP_PLAYERS = 0x0003,
/* Toggle spectate/join mode */
NETPLAY_CMD_SPECTATE = 0x0004,
/* Gracefully disconnects from host */
NETPLAY_CMD_DISCONNECT = 0x0005,
/* Sends multiple config requests over,
* See enum netplay_cmd_cfg */
NETPLAY_CMD_CFG = 0x0006,
/* CMD_CFG streamlines sending multiple
configurations. This acknowledges
each one individually */
NETPLAY_CMD_CFG_ACK = 0x0007,
/* Loading and synchronization */
/* Send the CRC hash of a frame's state */
NETPLAY_CMD_CRC = 0x0010,
/* Request a savestate */
NETPLAY_CMD_REQUEST_SAVESTATE = 0x0011,
/* Send a savestate for the client to load */
NETPLAY_CMD_LOAD_SAVESTATE = 0x0012,
/* Sends over cheats enabled on client */
NETPLAY_CMD_CHEATS = 0x0013,
/* Controlling game playback */
/* Pauses the game, takes no arguments */
NETPLAY_CMD_PAUSE = 0x0030,
/* Resumes the game, takes no arguments */
NETPLAY_CMD_RESUME = 0x0031
};
/* These are the configurations sent by NETPLAY_CMD_CFG. */
enum netplay_cmd_cfg
{
/* Nickname */
NETPLAY_CFG_NICK = 0x0001,
/* input.netplay_client_swap_input */
NETPLAY_CFG_SWAP_INPUT = 0x0002,
/* netplay.sync_frames */
NETPLAY_CFG_DELAY_FRAMES = 0x0004,
/* For more than 2 players */
NETPLAY_CFG_PLAYER_SLOT = 0x0008
};
void input_poll_net(void);
int16_t input_state_net(unsigned port, unsigned device,
unsigned idx, unsigned id);
void video_frame_net(const void *data, unsigned width,
unsigned height, size_t pitch);
void audio_sample_net(int16_t left, int16_t right);
size_t audio_sample_batch_net(const int16_t *data, size_t frames);
/**
* netplay_new:
* @server : IP address of server.
* @port : Port of server.
* @frames : Amount of lag frames.
* @check_frames : Frequency with which to check CRCs.
* @cb : Libretro callbacks.
* @spectate : If true, enable spectator mode.
* @nick : Nickname of user.
*
* Creates a new netplay handle. A NULL host means we're
* hosting (user 1).
*
* Returns: new netplay handle.
**/
netplay_t *netplay_new(const char *server,
uint16_t port, unsigned frames, unsigned check_frames,
const struct retro_callbacks *cb, bool spectate,
const char *nick);
/**
* netplay_free:
* @netplay : pointer to netplay object
*
* Frees netplay handle.
**/
void netplay_free(netplay_t *handle);
/**
* netplay_pre_frame:
* @netplay : pointer to netplay object
*
* Pre-frame for Netplay.
* Call this before running retro_run().
*
* Returns: true (1) if the frontend is clear to emulate the frame, false (0)
* if we're stalled or paused
**/
bool netplay_pre_frame(netplay_t *handle);
/**
* netplay_post_frame:
* @netplay : pointer to netplay object
*
* Post-frame for Netplay.
* We check if we have new input and replay from recorded input.
* Call this after running retro_run().
**/
void netplay_post_frame(netplay_t *handle);
/**
* netplay_frontend_paused
* @netplay : pointer to netplay object
* @paused : true if frontend is paused
*
* Inform Netplay of the frontend's pause state (paused or otherwise)
**/
void netplay_frontend_paused(netplay_t *netplay, bool paused);
/**
* 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);
/**
* init_netplay:
*
* Initializes netplay.
*
* If netplay is already initialized, will return false (0).
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool init_netplay(void);
void deinit_netplay(void);
bool netplay_driver_ctl(enum rarch_netplay_ctl_state state, void *data);
#endif