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https://github.com/libretro/Mesen.git
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b4b195d01b
NetPlay: Fixed a few issues (crashes when connecting)
95 lines
2.2 KiB
C++
95 lines
2.2 KiB
C++
#include "stdafx.h"
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#include "Zapper.h"
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#include "CPU.h"
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#include "PPU.h"
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#include "ControlManager.h"
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#include "GameServerConnection.h"
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struct ZapperButtonState
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{
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bool TriggerPressed = false;
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bool LightNotDetected = false;
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uint8_t ToByte()
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{
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return (LightNotDetected ? 0x08 : 0x00) | (TriggerPressed ? 0x10 : 0x00);
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}
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};
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void Zapper::StreamState(bool saving)
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{
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BaseControlDevice::StreamState(saving);
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Stream<int32_t>(_xPosition);
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Stream<int32_t>(_yPosition);
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Stream<bool>(_pulled);
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}
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uint32_t Zapper::GetNetPlayState()
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{
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//Used by netplay
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uint32_t state;
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if(_yPosition == -1 || _xPosition == -1) {
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state = 0x80000000;
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} else {
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state = _xPosition | (_yPosition << 8);
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}
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if(_pulled) {
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state |= 0x40000000;
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}
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return state;
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}
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uint8_t Zapper::ProcessNetPlayState(uint32_t netplayState)
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{
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if(netplayState >> 31) {
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_xPosition = -1;
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_yPosition = -1;
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} else {
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_xPosition = netplayState & 0xFF;
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_yPosition = (netplayState >> 8) & 0xFF;
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}
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_pulled = ((netplayState >> 30) & 0x01) == 0x01;
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return RefreshState();
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}
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uint8_t Zapper::RefreshState()
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{
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if(!GameServerConnection::GetNetPlayDevice(_port)) {
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if(ControlManager::IsMouseButtonPressed(MouseButton::RightButton)) {
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_xPosition = -1;
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_yPosition = -1;
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} else {
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MousePosition position = ControlManager::GetMousePosition();
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_xPosition = position.X;
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_yPosition = position.Y;
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}
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if(!EmulationSettings::CheckFlag(EmulationFlags::InBackground) || EmulationSettings::CheckFlag(EmulationFlags::AllowBackgroundInput)) {
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_pulled = ControlManager::IsMouseButtonPressed(MouseButton::LeftButton);
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} else {
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_pulled = false;
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}
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}
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ZapperButtonState state;
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state.TriggerPressed = _pulled;
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int32_t scanline = PPU::GetCurrentScanline();
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int32_t cycle = PPU::GetCurrentCycle();
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if(_xPosition == -1 || _yPosition == -1 || scanline > 240 || scanline < _yPosition || (scanline == _yPosition && cycle < _xPosition) || PPU::GetPixelBrightness(_xPosition, _yPosition) < 50) {
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//Light cannot be detected if the Y/X position is further ahead than the PPU, or if the PPU drew a dark color
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state.LightNotDetected = true;
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}
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return state.ToByte();
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}
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uint8_t Zapper::GetPortOutput()
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{
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return GetControlState();
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}
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