RetroArch/network/netplay/netplay_private.h
2017-02-22 20:34:17 -05:00

838 lines
23 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 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
};
enum rarch_netplay_connection_mode
{
NETPLAY_CONNECTION_NONE = 0,
/* 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,
NETPLAY_STALL_RUNNING_FAST,
NETPLAY_STALL_INPUT_LATENCY,
NETPLAY_STALL_SERVER_REQUESTED,
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;
/* 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;
/* 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;
/* 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;
/* 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_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