mirror of
https://github.com/CTCaer/RetroArch.git
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573 lines
19 KiB
C
573 lines
19 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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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/types.h>
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#include <boolean.h>
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#include "netplay_private.h"
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#include "../../autosave.h"
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#include "../../driver.h"
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#include "../../input/input_driver.h"
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#if 0
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#define DEBUG_NONDETERMINISTIC_CORES
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#endif
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/**
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* netplay_update_unread_ptr
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*
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* Update the global unread_ptr and unread_frame_count to correspond to the
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* earliest unread frame count of any connected player
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*/
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void netplay_update_unread_ptr(netplay_t *netplay)
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{
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if (netplay->is_server && !netplay->connected_players)
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{
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/* Nothing at all to read! */
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netplay->unread_ptr = netplay->self_ptr;
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netplay->unread_frame_count = netplay->self_frame_count;
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}
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else
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{
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size_t new_unread_ptr = 0;
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uint32_t new_unread_frame_count = (uint32_t) -1;
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uint32_t player;
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for (player = 0; player < MAX_USERS; player++)
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{
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if (!(netplay->connected_players & (1<<player))) continue;
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if (netplay->read_frame_count[player] < new_unread_frame_count)
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{
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new_unread_ptr = netplay->read_ptr[player];
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new_unread_frame_count = netplay->read_frame_count[player];
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}
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}
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if (!netplay->is_server && netplay->server_frame_count < new_unread_frame_count)
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{
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new_unread_ptr = netplay->server_ptr;
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new_unread_frame_count = netplay->server_frame_count;
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}
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netplay->unread_ptr = new_unread_ptr;
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netplay->unread_frame_count = new_unread_frame_count;
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}
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}
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/**
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* netplay_simulate_input
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* @netplay : pointer to netplay object
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* @sim_ptr : frame index for which to simulate input
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* @resim : are we resimulating, or simulating this frame for the
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* first time?
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*
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* "Simulate" input by assuming it hasn't changed since the last read input.
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*/
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void netplay_simulate_input(netplay_t *netplay, size_t sim_ptr, bool resim)
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{
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uint32_t player;
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size_t prev;
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struct delta_frame *simframe, *pframe;
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simframe = &netplay->buffer[sim_ptr];
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for (player = 0; player < MAX_USERS; player++)
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{
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if (!(netplay->connected_players & (1<<player))) continue;
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if (simframe->have_real[player]) continue;
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prev = PREV_PTR(netplay->read_ptr[player]);
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pframe = &netplay->buffer[prev];
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if (resim)
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{
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/* In resimulation mode, we only copy the buttons. The reason for this
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* is nonobvious:
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*
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* If we resimulated nothing, then the /duration/ with which any input
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* was pressed would be approximately correct, since the original
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* simulation came in as the input came in, but the /number of times/
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* the input was pressed would be wrong, as there would be an
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* advancing wavefront of real data overtaking the simulated data
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* (which is really just real data offset by some frames).
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*
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* That's acceptable for arrows in most situations, since the amount
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* you move is tied to the duration, but unacceptable for buttons,
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* which will seem to jerkily be pressed numerous times with those
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* wavefronts.
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*/
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const uint32_t keep = (1U<<RETRO_DEVICE_ID_JOYPAD_UP) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_DOWN) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_LEFT) |
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(1U<<RETRO_DEVICE_ID_JOYPAD_RIGHT);
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uint32_t sim_state = simframe->simulated_input_state[player][0] & keep;
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sim_state |= pframe->real_input_state[player][0] & ~keep;
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simframe->simulated_input_state[player][0] = sim_state;
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}
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else
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{
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memcpy(simframe->simulated_input_state[player],
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pframe->real_input_state[player],
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WORDS_PER_INPUT * sizeof(uint32_t));
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}
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}
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}
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static void netplay_handle_frame_hash(netplay_t *netplay, struct delta_frame *delta)
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{
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if (netplay->is_server)
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{
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if (netplay->check_frames &&
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delta->frame % abs(netplay->check_frames) == 0)
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{
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delta->crc = netplay_delta_frame_crc(netplay, delta);
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netplay_cmd_crc(netplay, delta);
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}
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}
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else if (delta->crc && netplay->crcs_valid)
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{
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/* We have a remote CRC, so check it */
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uint32_t local_crc = netplay_delta_frame_crc(netplay, delta);
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if (local_crc != delta->crc)
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{
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if (!netplay->crc_validity_checked)
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{
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/* If the very first check frame is wrong, they probably just don't
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* work */
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netplay->crcs_valid = false;
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}
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else if (netplay->crcs_valid)
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{
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/* Fix this! */
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if (netplay->check_frames < 0)
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{
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/* Just report */
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RARCH_ERR("Netplay CRCs mismatch!\n");
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}
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else
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{
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netplay_cmd_request_savestate(netplay);
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}
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}
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}
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else if (!netplay->crc_validity_checked)
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{
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netplay->crc_validity_checked = true;
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}
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}
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}
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/**
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* netplay_sync_pre_frame
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* @netplay : pointer to netplay object
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*
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* Pre-frame for Netplay synchronization.
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*/
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bool netplay_sync_pre_frame(netplay_t *netplay)
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{
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retro_ctx_serialize_info_t serial_info;
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if (netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->self_ptr], netplay->self_frame_count))
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{
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serial_info.data_const = NULL;
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serial_info.data = netplay->buffer[netplay->self_ptr].state;
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serial_info.size = netplay->state_size;
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memset(serial_info.data, 0, serial_info.size);
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if ((netplay->quirks & NETPLAY_QUIRK_INITIALIZATION) || netplay->self_frame_count == 0)
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{
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/* Don't serialize until it's safe */
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}
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else if (!(netplay->quirks & NETPLAY_QUIRK_NO_SAVESTATES) && core_serialize(&serial_info))
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{
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if (netplay->force_send_savestate && !netplay->stall && !netplay->remote_paused)
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{
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/* Send this along to the other side */
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serial_info.data_const = netplay->buffer[netplay->self_ptr].state;
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netplay_load_savestate(netplay, &serial_info, false);
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netplay->force_send_savestate = false;
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}
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}
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else
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{
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/* If the core can't serialize properly, we must stall for the
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* remote input on EVERY frame, because we can't recover */
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netplay->quirks |= NETPLAY_QUIRK_NO_SAVESTATES;
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netplay->stateless_mode = true;
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}
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/* If we can't transmit savestates, we must stall until the client is ready */
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if (netplay->self_frame_count > 0 &&
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(netplay->quirks & (NETPLAY_QUIRK_NO_SAVESTATES|NETPLAY_QUIRK_NO_TRANSMISSION)) &&
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(netplay->connections_size == 0 || !netplay->connections[0].active ||
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netplay->connections[0].mode < NETPLAY_CONNECTION_CONNECTED))
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netplay->stall = NETPLAY_STALL_NO_CONNECTION;
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}
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if (netplay->is_server)
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{
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fd_set fds;
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struct timeval tmp_tv = {0};
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int new_fd;
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struct sockaddr_storage their_addr;
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socklen_t addr_size;
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struct netplay_connection *connection;
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size_t connection_num;
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/* Check for a connection */
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FD_ZERO(&fds);
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FD_SET(netplay->listen_fd, &fds);
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if (socket_select(netplay->listen_fd + 1, &fds, NULL, NULL, &tmp_tv) > 0 &&
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FD_ISSET(netplay->listen_fd, &fds))
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{
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addr_size = sizeof(their_addr);
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new_fd = accept(netplay->listen_fd, (struct sockaddr*)&their_addr, &addr_size);
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if (new_fd < 0)
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{
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RARCH_ERR("%s\n", msg_hash_to_str(MSG_NETPLAY_FAILED));
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goto process;
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}
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/* Set the socket nonblocking */
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if (!socket_nonblock(new_fd))
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{
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/* Catastrophe! */
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socket_close(new_fd);
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goto process;
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}
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#if defined(IPPROTO_TCP) && defined(TCP_NODELAY)
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{
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int flag = 1;
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if (setsockopt(new_fd, IPPROTO_TCP, TCP_NODELAY,
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#ifdef _WIN32
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(const char*)
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#else
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(const void*)
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#endif
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&flag,
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sizeof(int)) < 0)
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RARCH_WARN("Could not set netplay TCP socket to nodelay. Expect jitter.\n");
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}
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#endif
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#if defined(F_SETFD) && defined(FD_CLOEXEC)
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/* Don't let any inherited processes keep open our port */
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if (fcntl(new_fd, F_SETFD, FD_CLOEXEC) < 0)
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RARCH_WARN("Cannot set Netplay port to close-on-exec. It may fail to reopen if the client disconnects.\n");
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#endif
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/* Allocate a connection */
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for (connection_num = 0; connection_num < netplay->connections_size; connection_num++)
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if (!netplay->connections[connection_num].active) break;
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if (connection_num == netplay->connections_size)
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{
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if (connection_num == 0)
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{
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netplay->connections = (struct netplay_connection*)malloc(sizeof(struct netplay_connection));
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if (netplay->connections == NULL)
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{
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socket_close(new_fd);
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goto process;
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}
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netplay->connections_size = 1;
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}
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else
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{
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size_t new_connections_size = netplay->connections_size * 2;
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struct netplay_connection *new_connections = (struct netplay_connection*)
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realloc(netplay->connections,
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new_connections_size*sizeof(struct netplay_connection));
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if (new_connections == NULL)
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{
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socket_close(new_fd);
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goto process;
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}
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memset(new_connections + netplay->connections_size, 0,
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netplay->connections_size * sizeof(struct netplay_connection));
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netplay->connections = new_connections;
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netplay->connections_size = new_connections_size;
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}
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}
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connection = &netplay->connections[connection_num];
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/* Set it up */
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memset(connection, 0, sizeof(*connection));
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connection->active = true;
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connection->fd = new_fd;
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connection->mode = NETPLAY_CONNECTION_INIT;
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if (!netplay_init_socket_buffer(&connection->send_packet_buffer,
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netplay->packet_buffer_size) ||
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!netplay_init_socket_buffer(&connection->recv_packet_buffer,
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netplay->packet_buffer_size))
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{
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if (connection->send_packet_buffer.data)
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netplay_deinit_socket_buffer(&connection->send_packet_buffer);
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connection->active = false;
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socket_close(new_fd);
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goto process;
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}
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netplay_handshake_init_send(netplay, connection);
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}
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}
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process:
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netplay->can_poll = true;
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input_poll_net();
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return (netplay->stall != NETPLAY_STALL_NO_CONNECTION);
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}
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/**
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* netplay_sync_post_frame
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* @netplay : pointer to netplay object
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*
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* Post-frame for Netplay synchronization.
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* We check if we have new input and replay from recorded input.
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*/
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void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
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{
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uint32_t lo_frame_count, hi_frame_count;
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/* Unless we're stalling, we've just finished running a frame */
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if (!stalled)
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{
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netplay->self_ptr = NEXT_PTR(netplay->self_ptr);
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netplay->self_frame_count++;
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}
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/* Only relevant if we're connected */
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if ((netplay->is_server && !netplay->connected_players) ||
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(netplay->self_mode < NETPLAY_CONNECTION_CONNECTED))
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{
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netplay->other_frame_count = netplay->self_frame_count;
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netplay->other_ptr = netplay->self_ptr;
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/* FIXME: Duplication */
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if (netplay->catch_up)
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{
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netplay->catch_up = false;
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input_driver_unset_nonblock_state();
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driver_set_nonblock_state();
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}
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return;
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}
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#ifndef DEBUG_NONDETERMINISTIC_CORES
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if (!netplay->force_rewind)
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{
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/* Skip ahead if we predicted correctly.
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* Skip until our simulation failed. */
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while (netplay->other_frame_count < netplay->unread_frame_count &&
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netplay->other_frame_count < netplay->self_frame_count)
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{
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struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr];
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size_t i;
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for (i = 0; i < MAX_USERS; i++)
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{
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if (memcmp(ptr->simulated_input_state[i], ptr->real_input_state[i],
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sizeof(ptr->real_input_state[i])) != 0
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&& !ptr->used_real[i])
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break;
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}
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if (i != MAX_USERS) break;
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netplay_handle_frame_hash(netplay, ptr);
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netplay->other_ptr = NEXT_PTR(netplay->other_ptr);
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netplay->other_frame_count++;
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}
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}
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#endif
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/* Now replay the real input if we've gotten ahead of it */
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if (netplay->force_rewind ||
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(netplay->other_frame_count < netplay->unread_frame_count &&
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netplay->other_frame_count < netplay->self_frame_count))
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{
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retro_ctx_serialize_info_t serial_info;
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/* Replay frames. */
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netplay->is_replay = true;
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netplay->replay_ptr = netplay->other_ptr;
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netplay->replay_frame_count = netplay->other_frame_count;
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if (netplay->quirks & NETPLAY_QUIRK_INITIALIZATION)
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/* Make sure we're initialized before we start loading things */
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netplay_wait_and_init_serialization(netplay);
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serial_info.data = NULL;
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serial_info.data_const = netplay->buffer[netplay->replay_ptr].state;
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serial_info.size = netplay->state_size;
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if (!core_unserialize(&serial_info))
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{
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RARCH_ERR("Netplay savestate loading failed: Prepare for desync!\n");
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}
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while (netplay->replay_frame_count < netplay->self_frame_count)
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{
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retro_time_t start, tm;
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struct delta_frame *ptr = &netplay->buffer[netplay->replay_ptr];
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serial_info.data = ptr->state;
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serial_info.size = netplay->state_size;
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serial_info.data_const = NULL;
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start = cpu_features_get_time_usec();
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/* Remember the current state */
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memset(serial_info.data, 0, serial_info.size);
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core_serialize(&serial_info);
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if (netplay->replay_frame_count < netplay->unread_frame_count)
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netplay_handle_frame_hash(netplay, ptr);
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/* Re-simulate this frame's input */
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netplay_simulate_input(netplay, netplay->replay_ptr, true);
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autosave_lock();
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core_run();
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autosave_unlock();
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netplay->replay_ptr = NEXT_PTR(netplay->replay_ptr);
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netplay->replay_frame_count++;
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#ifdef DEBUG_NONDETERMINISTIC_CORES
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if (ptr->have_remote && netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->replay_ptr], netplay->replay_frame_count))
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{
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RARCH_LOG("PRE %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
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if (netplay->is_server)
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RARCH_LOG("INP %X %X\n", ptr->real_input_state[0], ptr->self_state[0]);
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else
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RARCH_LOG("INP %X %X\n", ptr->self_state[0], ptr->real_input_state[0]);
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ptr = &netplay->buffer[netplay->replay_ptr];
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serial_info.data = ptr->state;
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memset(serial_info.data, 0, serial_info.size);
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core_serialize(&serial_info);
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RARCH_LOG("POST %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
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}
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#endif
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/* Get our time window */
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tm = cpu_features_get_time_usec() - start;
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netplay->frame_run_time_sum -= netplay->frame_run_time[netplay->frame_run_time_ptr];
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netplay->frame_run_time[netplay->frame_run_time_ptr] = tm;
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netplay->frame_run_time_sum += tm;
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netplay->frame_run_time_ptr++;
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if (netplay->frame_run_time_ptr >= NETPLAY_FRAME_RUN_TIME_WINDOW)
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netplay->frame_run_time_ptr = 0;
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}
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/* Average our time */
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netplay->frame_run_time_avg = netplay->frame_run_time_sum / NETPLAY_FRAME_RUN_TIME_WINDOW;
|
|
|
|
if (netplay->unread_frame_count < netplay->self_frame_count)
|
|
{
|
|
netplay->other_ptr = netplay->unread_ptr;
|
|
netplay->other_frame_count = netplay->unread_frame_count;
|
|
}
|
|
else
|
|
{
|
|
netplay->other_ptr = netplay->self_ptr;
|
|
netplay->other_frame_count = netplay->self_frame_count;
|
|
}
|
|
netplay->is_replay = false;
|
|
netplay->force_rewind = false;
|
|
}
|
|
|
|
if (netplay->is_server)
|
|
{
|
|
uint32_t player;
|
|
|
|
lo_frame_count = hi_frame_count = netplay->unread_frame_count;
|
|
|
|
/* Look for players that are ahead of us */
|
|
for (player = 0; player < MAX_USERS; player++)
|
|
{
|
|
if (!(netplay->connected_players & (1<<player))) continue;
|
|
if (netplay->read_frame_count[player] > hi_frame_count)
|
|
hi_frame_count = netplay->read_frame_count[player];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lo_frame_count = hi_frame_count = netplay->server_frame_count;
|
|
}
|
|
|
|
/* If we're behind, try to catch up */
|
|
if (netplay->catch_up)
|
|
{
|
|
/* Are we caught up? */
|
|
if (netplay->self_frame_count >= lo_frame_count)
|
|
{
|
|
netplay->catch_up = false;
|
|
input_driver_unset_nonblock_state();
|
|
driver_set_nonblock_state();
|
|
}
|
|
|
|
}
|
|
else if (!stalled)
|
|
{
|
|
if (netplay->self_frame_count + 2 < lo_frame_count)
|
|
{
|
|
/* Are we falling behind? */
|
|
netplay->catch_up = true;
|
|
input_driver_set_nonblock_state();
|
|
driver_set_nonblock_state();
|
|
|
|
}
|
|
else if (netplay->self_frame_count + 2 < hi_frame_count)
|
|
{
|
|
size_t i;
|
|
|
|
/* We're falling behind some clients but not others, so request that
|
|
* clients ahead of us stall */
|
|
for (i = 0; i < netplay->connections_size; i++)
|
|
{
|
|
struct netplay_connection *connection = &netplay->connections[i];
|
|
int player;
|
|
if (!connection->active ||
|
|
connection->mode != NETPLAY_CONNECTION_PLAYING)
|
|
continue;
|
|
player = connection->player;
|
|
|
|
/* Are they ahead? */
|
|
if (netplay->self_frame_count + 2 < netplay->read_frame_count[player])
|
|
{
|
|
/* Tell them to stall */
|
|
if (connection->stall_frame + NETPLAY_MAX_REQ_STALL_FREQUENCY <
|
|
netplay->self_frame_count)
|
|
{
|
|
connection->stall_frame = netplay->self_frame_count;
|
|
netplay_cmd_stall(netplay, connection,
|
|
netplay->read_frame_count[player] -
|
|
netplay->self_frame_count + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|