RetroArch/network/netplay/netplay_private.h
Gregor Richards fb3c35dc9f Handle forwarding of netplay state demotions correctly.
Netplay state demotions, i.e. changes from playing to spectating or
disconnected states, could cause chain disconnections of all other
clients. This was due to a bug in when MODE change messages were sent.
Clients rely on the server sending all messages in its own order, and as
a consequence, the server typically holds messages for retransmission
until they can be retransmitted at the correct time. MODE messages were
not held, so could be sent early. When they were sent early, this caused
other clients to panic and disconnect.

A smaller but much stupider secondary bug was also fixed, in which the
first connection could be dropped due simply to writing connections[0]
instead of connections[i] somewhere.
2017-06-06 21:35:09 -04:00

883 lines
24 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2016-2017 - Gregor Richards
*
* 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 <net/net_natt.h>
#include <features/features_cpu.h>
#include <streams/trans_stream.h>
#include "../../msg_hash.h"
#include "../../verbosity.h"
#define WORDS_PER_INPUT 3 /* Buttons, left stick, right stick */
#define WORDS_PER_FRAME (WORDS_PER_INPUT+2) /* + frameno, playerno */
#define NETPLAY_PROTOCOL_VERSION 4
#define RARCH_DEFAULT_PORT 55435
#define RARCH_DEFAULT_NICK "Anonymous"
#define NETPLAY_NICK_LEN 32
#define NETPLAY_PASS_LEN 128
#define NETPLAY_PASS_HASH_LEN 64 /* length of a SHA-256 hash */
#define MAX_SERVER_STALL_TIME_USEC (5*1000*1000)
#define MAX_CLIENT_STALL_TIME_USEC (10*1000*1000)
#define CATCH_UP_CHECK_TIME_USEC (500*1000)
#define MAX_RETRIES 16
#define RETRY_MS 500
#define NETPLAY_MAX_STALL_FRAMES 60
#define NETPLAY_FRAME_RUN_TIME_WINDOW 120
#define NETPLAY_MAX_REQ_STALL_TIME 60
#define NETPLAY_MAX_REQ_STALL_FREQUENCY 120
#define PREV_PTR(x) ((x) == 0 ? netplay->buffer_size - 1 : (x) - 1)
#define NEXT_PTR(x) ((x + 1) % netplay->buffer_size)
/* Quirks mandated by how particular cores save states. This is distilled from
* the larger set of quirks that the quirks environment can communicate. */
#define NETPLAY_QUIRK_NO_SAVESTATES (1<<0)
#define NETPLAY_QUIRK_NO_TRANSMISSION (1<<1)
#define NETPLAY_QUIRK_INITIALIZATION (1<<2)
#define NETPLAY_QUIRK_ENDIAN_DEPENDENT (1<<3)
#define NETPLAY_QUIRK_PLATFORM_DEPENDENT (1<<4)
/* Mapping of serialization quirks to netplay quirks. */
#define NETPLAY_QUIRK_MAP_UNDERSTOOD \
(RETRO_SERIALIZATION_QUIRK_INCOMPLETE \
|RETRO_SERIALIZATION_QUIRK_CORE_VARIABLE_SIZE \
|RETRO_SERIALIZATION_QUIRK_MUST_INITIALIZE \
|RETRO_SERIALIZATION_QUIRK_SINGLE_SESSION \
|RETRO_SERIALIZATION_QUIRK_ENDIAN_DEPENDENT \
|RETRO_SERIALIZATION_QUIRK_PLATFORM_DEPENDENT)
#define NETPLAY_QUIRK_MAP_NO_SAVESTATES \
(RETRO_SERIALIZATION_QUIRK_INCOMPLETE)
#define NETPLAY_QUIRK_MAP_NO_TRANSMISSION \
(RETRO_SERIALIZATION_QUIRK_SINGLE_SESSION)
#define NETPLAY_QUIRK_MAP_INITIALIZATION \
(RETRO_SERIALIZATION_QUIRK_MUST_INITIALIZE)
#define NETPLAY_QUIRK_MAP_ENDIAN_DEPENDENT \
(RETRO_SERIALIZATION_QUIRK_ENDIAN_DEPENDENT)
#define NETPLAY_QUIRK_MAP_PLATFORM_DEPENDENT \
(RETRO_SERIALIZATION_QUIRK_PLATFORM_DEPENDENT)
/* Compression protocols supported */
#define NETPLAY_COMPRESSION_ZLIB (1<<0)
#if HAVE_ZLIB
#define NETPLAY_COMPRESSION_SUPPORTED NETPLAY_COMPRESSION_ZLIB
#else
#define NETPLAY_COMPRESSION_SUPPORTED 0
#endif
enum netplay_cmd
{
/* Basic commands */
/* Acknowlegement response */
NETPLAY_CMD_ACK = 0x0000,
/* Failed acknowlegement response */
NETPLAY_CMD_NAK = 0x0001,
/* Gracefully disconnects from host */
NETPLAY_CMD_DISCONNECT = 0x0002,
/* Input data */
NETPLAY_CMD_INPUT = 0x0003,
/* Non-input data */
NETPLAY_CMD_NOINPUT = 0x0004,
/* Initialization commands */
/* Inform the other side of our nick (must be first command) */
NETPLAY_CMD_NICK = 0x0020,
/* Give the connection password */
NETPLAY_CMD_PASSWORD = 0x0021,
/* Give core/content info */
NETPLAY_CMD_INFO = 0x0022,
/* Initial synchronization info (frame, sram, player info) */
NETPLAY_CMD_SYNC = 0x0023,
/* Join spectator mode */
NETPLAY_CMD_SPECTATE = 0x0024,
/* Join play mode */
NETPLAY_CMD_PLAY = 0x0025,
/* Report player mode */
NETPLAY_CMD_MODE = 0x0026,
/* Report player mode refused */
NETPLAY_CMD_MODE_REFUSED = 0x0027,
/* Loading and synchronization */
/* Send the CRC hash of a frame's state */
NETPLAY_CMD_CRC = 0x0040,
/* Request a savestate */
NETPLAY_CMD_REQUEST_SAVESTATE = 0x0041,
/* Send a savestate for the client to load */
NETPLAY_CMD_LOAD_SAVESTATE = 0x0042,
/* Pauses the game, takes no arguments */
NETPLAY_CMD_PAUSE = 0x0043,
/* Resumes the game, takes no arguments */
NETPLAY_CMD_RESUME = 0x0044,
/* Request that a client stall because it's running fast */
NETPLAY_CMD_STALL = 0x0045,
/* Request a core reset */
NETPLAY_CMD_RESET = 0x0046,
/* Sends over cheats enabled on client (unsupported) */
NETPLAY_CMD_CHEATS = 0x0047,
/* Misc. commands */
/* Swap inputs between player 1 and player 2 */
NETPLAY_CMD_FLIP_PLAYERS = 0x0060,
/* Sends multiple config requests over,
* See enum netplay_cmd_cfg */
NETPLAY_CMD_CFG = 0x0061,
/* CMD_CFG streamlines sending multiple
configurations. This acknowledges
each one individually */
NETPLAY_CMD_CFG_ACK = 0x0062
};
#define NETPLAY_CMD_INPUT_BIT_SERVER (1U<<31)
#define NETPLAY_CMD_SYNC_BIT_PAUSED (1U<<31)
#define NETPLAY_CMD_PLAY_BIT_SLAVE (1U)
#define NETPLAY_CMD_MODE_BIT_SLAVE (1U<<18)
#define NETPLAY_CMD_MODE_BIT_PLAYING (1U<<17)
#define NETPLAY_CMD_MODE_BIT_YOU (1U<<16)
/* These are the reasons given for mode changes to be rejected */
enum netplay_cmd_mode_reasons
{
/* Other/unknown reason */
NETPLAY_CMD_MODE_REFUSED_REASON_OTHER,
/* You don't have permission to play */
NETPLAY_CMD_MODE_REFUSED_REASON_UNPRIVILEGED,
/* There are no free player slots */
NETPLAY_CMD_MODE_REFUSED_REASON_NO_SLOTS,
/* You're changing modes too fast */
NETPLAY_CMD_MODE_REFUSED_REASON_TOO_FAST
};
enum rarch_netplay_connection_mode
{
NETPLAY_CONNECTION_NONE = 0,
NETPLAY_CONNECTION_DELAYED_DISCONNECT, /* The connection is dead, but data
is still waiting to be forwarded */
/* Initialization: */
NETPLAY_CONNECTION_INIT, /* Waiting for header */
NETPLAY_CONNECTION_PRE_NICK, /* Waiting for nick */
NETPLAY_CONNECTION_PRE_PASSWORD, /* Waiting for password */
NETPLAY_CONNECTION_PRE_INFO, /* Waiting for core/content info */
NETPLAY_CONNECTION_PRE_SYNC, /* Waiting for sync */
/* Ready: */
NETPLAY_CONNECTION_CONNECTED, /* Modes above this are connected */
NETPLAY_CONNECTION_SPECTATING, /* Spectator mode */
NETPLAY_CONNECTION_SLAVE, /* Playing in slave mode */
NETPLAY_CONNECTION_PLAYING /* Normal ready state */
};
enum rarch_netplay_stall_reason
{
NETPLAY_STALL_NONE = 0,
/* We're so far ahead that we can't read more data without overflowing the
* buffer */
NETPLAY_STALL_RUNNING_FAST,
/* We're in spectator or slave mode and are running ahead at all */
NETPLAY_STALL_SPECTATOR_WAIT,
/* Our actual execution is catching up with latency-adjusted input frames */
NETPLAY_STALL_INPUT_LATENCY,
/* The server asked us to stall */
NETPLAY_STALL_SERVER_REQUESTED,
/* We have no connection and must have one to proceed */
NETPLAY_STALL_NO_CONNECTION
};
typedef uint32_t netplay_input_state_t[WORDS_PER_INPUT];
struct delta_frame
{
bool used; /* a bit derpy, but this is how we know if the delta's been used at all */
uint32_t frame;
/* The serialized state of the core at this frame, before input */
void *state;
/* The CRC-32 of the serialized state if we've calculated it, else 0 */
uint32_t crc;
/* The real, simulated and local input. If we're playing, self_state is
* mirrored to the appropriate real_input_state player. */
netplay_input_state_t real_input_state[MAX_USERS];
netplay_input_state_t simulated_input_state[MAX_USERS];
netplay_input_state_t self_state;
/* Have we read local input? */
bool have_local;
/* Have we read the real (remote) input? */
bool have_real[MAX_USERS];
/* Is the current state as of self_frame_count using the real (remote) data? */
bool used_real[MAX_USERS];
};
struct socket_buffer
{
unsigned char *data;
size_t bufsz;
size_t start, end;
size_t read;
};
/* Each connection gets a connection struct */
struct netplay_connection
{
/* Is this connection buffer in use? */
bool active;
/* fd associated with this connection */
int fd;
/* Address of peer */
struct sockaddr_storage addr;
/* Nickname of peer */
char nick[NETPLAY_NICK_LEN];
/* Salt associated with password transaction */
uint32_t salt;
/* Is this connection allowed to play (server only)? */
bool can_play;
/* Buffers for sending and receiving data */
struct socket_buffer send_packet_buffer, recv_packet_buffer;
/* Mode of the connection */
enum rarch_netplay_connection_mode mode;
/* If the mode is a DELAYED_DISCONNECT or SPECTATOR, the transmission of the
* mode change may have to wait for data to be forwarded. This is the frame
* to wait for, or 0 if no delay is active. */
uint32_t delay_frame;
/* Player # of connected player */
uint32_t player;
/* What compression does this peer support? */
uint32_t compression_supported;
/* Is this player paused? */
bool paused;
/* Is this connection stalling? */
enum rarch_netplay_stall_reason stall;
retro_time_t stall_time;
/* For the server: When was the last time we requested this client to stall?
* For the client: How many frames of stall do we have left? */
uint32_t stall_frame;
};
/* Compression transcoder */
struct compression_transcoder
{
const struct trans_stream_backend *compression_backend;
void *compression_stream;
const struct trans_stream_backend *decompression_backend;
void *decompression_stream;
};
struct netplay
{
/* Are we the server? */
bool is_server;
/* Are we the connected? */
bool is_connected;
/* Our nickname */
char nick[NETPLAY_NICK_LEN];
/* TCP connection for listening (server only) */
int listen_fd;
/* Our player number */
uint32_t self_player;
/* Our mode and status */
enum rarch_netplay_connection_mode self_mode;
/* All of our connections */
struct netplay_connection *connections;
size_t connections_size;
struct netplay_connection one_connection; /* Client only */
/* Bitmap of players with controllers (low bit is player 1) */
uint32_t connected_players;
/* Bitmap of players playing in slave mode (should be a subset of
* connected_players) */
uint32_t connected_slaves;
/* Number of desync operations we're currently performing. If set, we don't
* attempt to stay in sync. */
uint32_t desync;
/* Maximum player number */
uint32_t player_max;
struct retro_callbacks cbs;
/* TCP port (only set if serving) */
uint16_t tcp_port;
/* NAT traversal info (if NAT traversal is used and serving) */
bool nat_traversal, nat_traversal_task_oustanding;
struct natt_status nat_traversal_state;
struct delta_frame *buffer;
size_t buffer_size;
/* Compression transcoder */
struct compression_transcoder compress_nil,
compress_zlib;
/* A buffer into which to compress frames for transfer */
uint8_t *zbuffer;
size_t zbuffer_size;
/* The size of our packet buffers */
size_t packet_buffer_size;
/* The frame we're currently inputting */
size_t self_ptr;
uint32_t self_frame_count;
/* The frame we're currently running, which may be behind the frame we're
* currently inputting if we're using input latency */
size_t run_ptr;
uint32_t run_frame_count;
/* The first frame at which some data might be unreliable */
size_t other_ptr;
uint32_t other_frame_count;
/* Pointer to the first frame for which we're missing the data of at least
* one connected player excluding ourself.
* Generally, other_ptr <= unread_ptr <= self_ptr, but unread_ptr can get ahead
* of self_ptr if the peer is running fast. */
size_t unread_ptr;
uint32_t unread_frame_count;
/* Pointer to the next frame to read from each player */
size_t read_ptr[MAX_USERS];
uint32_t read_frame_count[MAX_USERS];
/* Pointer to the next frame to read from the server (as it might not be a
* player but still synchronizes) */
size_t server_ptr;
uint32_t server_frame_count;
/* A pointer used temporarily for replay. */
size_t replay_ptr;
uint32_t replay_frame_count;
/* Size of savestates */
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;
/* Force a rewind to other_frame_count/other_ptr. This is for synchronized
* events, such as player flipping or savestate loading. */
bool force_rewind;
/* Force a reset */
bool force_reset;
/* Quirks in the savestate implementation */
uint64_t quirks;
/* Force our state to be sent to all connections */
bool force_send_savestate;
/* Have we requested a savestate as a sync point? */
bool savestate_request_outstanding;
/* A buffer for outgoing input packets. */
uint32_t input_packet_buffer[2 + WORDS_PER_FRAME];
/* Our local socket info */
struct addrinfo *addr;
/* Counter for timeouts */
unsigned timeout_cnt;
/* User flipping
* Flipping state. If frame >= flip_frame, we apply the flip.
* If not, we apply the opposite, effectively creating a trigger point. */
bool flip;
uint32_t flip_frame;
/* Netplay pausing */
bool local_paused;
bool remote_paused;
/* If true, never progress without peer input (stateless/rewindless mode) */
bool stateless_mode;
/* We stall if we're far enough ahead that we couldn't transparently rewind.
* To know if we could transparently rewind, we need to know how long
* running a frame takes. We record that every frame and get a running
* (window) average */
retro_time_t frame_run_time[NETPLAY_FRAME_RUN_TIME_WINDOW];
int frame_run_time_ptr;
retro_time_t frame_run_time_sum, frame_run_time_avg;
/* Latency frames and limits */
unsigned input_latency_frames;
/* Are we stalled? */
enum rarch_netplay_stall_reason stall;
/* How long have we been stalled? */
retro_time_t stall_time;
/* Opposite of stalling, should we be catching up? */
bool catch_up;
/* When did we start falling behind? */
retro_time_t catch_up_time;
/* How far behind did we fall? */
uint32_t catch_up_behind;
/* Frequency with which to check CRCs */
int check_frames;
/* Have we checked whether CRCs are valid at all? */
bool crc_validity_checked;
/* Are they valid? */
bool crcs_valid;
};
/***************************************************************
* NETPLAY-BUF.C
**************************************************************/
/**
* netplay_init_socket_buffer
*
* Initialize a new socket buffer.
*/
bool netplay_init_socket_buffer(struct socket_buffer *sbuf, size_t size);
/**
* netplay_resize_socket_buffer
*
* Resize the given socket_buffer's buffer to the requested size.
*/
bool netplay_resize_socket_buffer(struct socket_buffer *sbuf, size_t newsize);
/**
* netplay_deinit_socket_buffer
*
* 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_delayed_state_change:
*
* Handle any pending state changes which are ready as of the beginning of the
* current frame.
*/
void netplay_delayed_state_change(netplay_t *netplay);
/**
* 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