Gregor Richards
dcd4b3046b
Making negative check_frames be "check only" mode
2016-12-18 19:28:44 -05:00
Gregor Richards
677ffa9ebd
Support different forms of compression from different clients.
2016-12-18 19:28:44 -05:00
Gregor Richards
84c33634a6
Communicate paused-ness during initial connection SYNC.
2016-12-18 19:28:44 -05:00
Gregor Richards
60b81e3a51
Nominal support for server sending blank INFO
2016-12-18 19:28:44 -05:00
Gregor Richards
e79f30604f
Better stall timing
...
We now stall not until we've reached parity (which makes no sense since
we expect latency), but only until we're not likely to stall again.
2016-12-18 19:28:44 -05:00
Gregor Richards
8195a5bcee
Try to catch up if we're falling behind our peer, not anyone
...
In the previous catch-up system, we would only try to catch up if we
were falling behind the farthest-behind peer. However, as they would
also only try to catch up to us, everyone basically agreed to the
worst-case latency. It makes more sense to try to be in parity with your
direct peer than with indirect connections.
2016-12-18 19:28:44 -05:00
Gregor Richards
b535412914
Adding nick-changing
...
This is just to disambiguate multiple connections with the same nick
(usually Anonymous), which will now become e.g. Anonymous (2).
2016-12-18 19:28:44 -05:00
Gregor Richards
7c2f12fbd9
Removign some leftover debug code
2016-12-18 19:28:44 -05:00
Gregor Richards
04266cf4f7
Run synchronization even when stalled
...
Previously, we could be stalled by one player but still reading data
from another, which would wedge the client because we would never act
upon the newly-read data. Now we act upon data even if we're stalled.
Fixes bugs in initial connection with high latency.
2016-12-18 19:28:44 -05:00
Gregor Richards
d6d96704fd
Don't panic about delta frames not being ready if we're not even fully
...
connected yet.
2016-12-18 19:28:43 -05:00
Gregor Richards
8b21014d07
Improvements to handshake protocol
...
Making the netplay handshake protocol send the core and content as an
explicit command, so that the other side can (notionally) choose to load
it. That isn't implemented, of course.
2016-12-18 19:28:43 -05:00
Gregor Richards
1fa60b396f
Improvements to the communication of netplay pausing.
2016-12-18 19:28:43 -05:00
Gregor Richards
db2c8de44c
Slightly changing how catch-up works to avoid spamming the console
2016-12-18 19:28:43 -05:00
Gregor Richards
1141825605
Documenting (somewhat) the new sync system.
2016-12-18 19:28:43 -05:00
Gregor Richards
a20e79bbb5
Server needs double the buffer frames since two connected clients could
...
be ahead and behind by the max frames
2016-12-18 19:28:43 -05:00
Gregor Richards
f7f6590156
Goodbye delay_frames! stateless_mode is the new delay_frames=0
2016-12-18 19:28:43 -05:00
Gregor Richards
45d732a014
New sync system
...
The idea:
* Use a fixed number of delay_frames (eventually to be fixed at 120,
currently still uses the config variable, 0 will still be an option)
* Determine how long it takes to simulate a frame.
* Stall only if resimulating the intervening frames would be
sufficiently annoying (currently fixed at three frames worth of
time)
Because clients always try to catch up, the actual frame delay works out
automatically to be minimally zero and maximally the latency. If one
client is underpowered but the other is fine, the powerful one will
automatically take up the slack. Seems like the most reasonable system.
2016-12-18 19:28:43 -05:00
Gregor Richards
6890456ac0
Updated error messages and fixed some stall-related disconnected-client
...
bugs.
2016-12-18 19:28:43 -05:00
Gregor Richards
6658826759
CRC validity checking. Ignore CRCs if they don't work.
2016-12-18 19:28:43 -05:00
Gregor Richards
a6cd8c3aa1
Error reporting when a password is refused, plus a bugfix so that
...
socket_receive_all_nonblocking actually reports disconnects.
2016-12-18 19:28:43 -05:00
Gregor Richards
df2600fbf4
Added error reporting when a player is not allowed to play.
2016-12-18 19:28:43 -05:00
Gregor Richards
bade067d9a
Support for catching up if the netplay peer is ahead of us.
2016-12-18 19:28:43 -05:00
Gregor Richards
4e01481b39
Only allow clients to load state if there's no further synchronization
2016-12-18 19:28:43 -05:00
Gregor Richards
70d04ec6a5
Apparently the frontend gets really pissy if it can't check the flip state
2016-12-18 19:28:43 -05:00
Gregor Richards
da7efcb939
Cleaning up netplay headers.
2016-12-18 19:28:43 -05:00
Gregor Richards
9c6ac2b934
Only the server can flip users.
2016-12-18 19:28:43 -05:00
Gregor Richards
03415c261d
Added netplay spectator password separate from play password
2016-12-18 19:28:43 -05:00
Gregor Richards
694b7a9723
Don't allow more players to join than are actually being polled
2016-12-18 19:28:43 -05:00
Gregor Richards
7ad4e3f115
Per-connection stalling
2016-12-18 19:28:43 -05:00
Gregor Richards
1b22191869
Deduplicating some code.
2016-12-18 19:28:43 -05:00
Gregor Richards
f619789e48
Refactoring: netplay_common.c -> netplay_handshake.c/netplay_delta.c
...
Refactoring netplay_common into its two actual components, the handshake
and delta-frame related functions.
2016-12-18 19:28:43 -05:00
Gregor Richards
4e905bf524
Refactoring: netplay_sync.c
...
Renamed netplay_net.c to netplay_sync.c, as all that remains in that
file is synchronization-related functions.
2016-12-18 19:28:43 -05:00
Gregor Richards
257c5d3188
Refactoring netplay_init.c/netplay_net.c
...
Split the remainder of netplay.c into netplay_init.c and netplay_net.c
(which will soon be netplay_sync.c)
2016-12-18 19:28:43 -05:00
Gregor Richards
7e2465ef1f
Refactoring: Moving I/O functionality into netplay_io.c
2016-12-18 19:28:43 -05:00
Gregor Richards
8c59c7dd77
Starting to refactor: Separating frontend stuff into netplay_frontend.c
2016-12-18 19:28:43 -05:00
Gregor Richards
ab989d7f41
More careful disconnection.
2016-12-18 19:28:43 -05:00
Gregor Richards
c8bba9a981
Simplistic builtin randomizer.
2016-12-18 19:28:43 -05:00
Gregor Richards
28e331b5fd
Remove some magic numbers
2016-12-18 19:28:43 -05:00
Gregor Richards
6e6f2bfdbe
Use a proper password hash across the line.
2016-12-18 19:28:42 -05:00
Gregor Richards
763a657f82
Terrible first cut at password (sent in plain text D-8)
2016-12-18 19:28:42 -05:00
Gregor Richards
5a0328dc09
Transfer pad configuration over netplay.
2016-12-18 19:28:42 -05:00
Gregor Richards
888e45c88b
Updates to allow the server to toggle game/watch
2016-12-18 19:28:42 -05:00
Gregor Richards
3631ff74ff
Very, very partial support for the server spectating
2016-12-18 19:28:42 -05:00
Gregor Richards
3d7f1f6575
Updating Netplay README to be more true
2016-12-18 19:28:42 -05:00
Gregor Richards
f6f9905ae3
Made remote pausing connection-specific
2016-12-18 19:28:42 -05:00
Gregor Richards
6556af1100
force_send_savestate is global again
...
We cannot send a savestate to only one player, as sending a savestate is
a synchronization event invalidating all prior input.
2016-12-18 19:28:42 -05:00
Gregor Richards
3d34c0222f
Added simple (cheesy) announcements on join/leave
2016-12-18 19:28:42 -05:00
Gregor Richards
727743aa7b
Fixing a couple FIXMEs/TODOs
2016-12-18 19:28:42 -05:00
Gregor Richards
2130fd81a5
Fixed simulation for >2 players
2016-12-18 19:28:42 -05:00
Gregor Richards
262d77546b
Adding game/watch key
...
Adding a key to toggle between playing and spectating. This key takes
the place of the previous flip key, although player flipping does
continue to work (and must be rebound if you still want it)
2016-12-18 19:28:42 -05:00
Gregor Richards
90c15fc7a6
Still need to flush input data.
2016-12-18 19:28:42 -05:00
Gregor Richards
e7ce01ad3b
More renaming
...
Now that remote_input_state isn't always remote, it should just be
called real_input_state (and is).
2016-12-18 19:28:42 -05:00
Gregor Richards
f6630ad85a
More fixups for >2 player mode. Mostly was just sending packets that
...
shouldn't have been sent.
2016-12-18 19:28:42 -05:00
Gregor Richards
479955a085
More 3-player support. The initial connection is wonky with
...
delay_frames>0
2016-12-18 19:28:42 -05:00
Gregor Richards
d373684bd5
Off-by-one
2016-12-18 19:28:42 -05:00
Gregor Richards
b51cf8be2b
Real, actual (almost) >2-player support.
2016-12-18 19:28:42 -05:00
Gregor Richards
2cc8c5c467
Removing silly foo_ names used to help migration.
2016-12-18 19:28:42 -05:00
Gregor Richards
53c46530aa
Very first tidbits of true multiplayer support (minus actual multiple
...
players so far)
2016-12-18 19:28:42 -05:00
Gregor Richards
b5cd187077
Since there's now only one mode, removing netplay_callbacks entirely.
2016-12-18 19:28:42 -05:00
Gregor Richards
9b2270f5d4
Say goodbye to spectator mode (for now)
2016-12-18 19:28:42 -05:00
Gregor Richards
4768970d52
Moving force_send_savestate from netplay to connection.
2016-12-18 19:28:42 -05:00
Gregor Richards
ea722b49c8
Move other_addr from netplay to connection.
2016-12-18 19:28:42 -05:00
Gregor Richards
d1d29143b2
Move nickname field to connections. Spectate mode officially broken.
2016-12-18 19:28:42 -05:00
Gregor Richards
189cc6e5d6
Moving socket buffers to per-connection (currently breaks
...
delay_frames=0)
2016-12-18 19:28:42 -05:00
Gregor Richards
b334f04bd5
Removing RARCH_ from Netplay stall reasons.
2016-12-18 19:28:42 -05:00
Gregor Richards
1e1abf6951
First step of multiple connections. Still only one connection actually
...
works.
2016-12-18 19:28:42 -05:00
Gregor Richards
3908e25895
Separating local mode from remote mode.
2016-12-18 19:28:42 -05:00
Gregor Richards
775584cdac
Adding more README info.
2016-12-18 19:28:42 -05:00
Gregor Richards
170b590bdb
Client now starts one frame after finishing connection, for easier sync.
2016-12-18 19:28:42 -05:00
Gregor Richards
80be19a7da
Renames for readability, merging frame and sram into sync packet.
2016-12-18 19:28:42 -05:00
Gregor Richards
f89e54fcb7
Now that we don't have to start at frame 0, use the server frame count
2016-12-18 19:28:42 -05:00
Gregor Richards
b3092f6fde
Moving things that shouldn't have been public into netplay_private.h
2016-12-18 19:28:41 -05:00
Gregor Richards
9054b51f0e
Finally, bringing back the first frame (in nonblocking mode)
2016-12-18 19:28:41 -05:00
Gregor Richards
ce7686104d
Removing dead code
2016-12-18 19:28:41 -05:00
Gregor Richards
71e5cb756a
Support for delay_frames=0 in nonblocking mode.
2016-12-18 19:28:41 -05:00
Gregor Richards
1c8f056239
Nonblocking initial connection. Haven't tested with delay_frames=0 yet
2016-12-18 19:28:41 -05:00
Gregor Richards
3f8f9761f6
Fixes particularly affecting delay_frames=0 mode
2016-12-18 19:28:41 -05:00
Gregor Richards
91e7db3eca
This semicolon broke everything!
2016-12-18 19:28:40 -05:00
Gregor Richards
ba76528b8f
A more sophisticated status variable for later making the initial
...
connection nonblocking.
2016-12-18 19:28:39 -05:00
Gregor Richards
0f5eec9987
Use zbuffer_size instead of state_size for the packet buffer
2016-12-18 19:28:39 -05:00
Gregor Richards
1214541410
Added packet buffer resizing to cope with initialization quirks.
2016-12-18 19:28:38 -05:00
Gregor Richards
36a93e5697
Fix a few bits broken by merging.
2016-12-18 19:28:38 -05:00
Gregor Richards
900e5a79ec
Use nonblocking sockets for Netplay to avoid some stalls.
2016-12-18 19:28:38 -05:00
Twinaphex
d604441cea
Merge pull request #4266 from GregorR/netplay-better-simulation
...
Better netplay input simulation
2016-12-18 07:13:52 +01:00
Gregor Richards
1245d1b5dd
Better netplay input simulation
...
In resimulation mode, we only copy the buttons. The reason for this
is nonobvious:
If we resimulated nothing, then the /duration/ with which any input
was pressed would be approximately correct, since the original
simulation came in as the input came in, but the /number of times/
the input was pressed would be wrong, as there would be an
advancing wavefront of real data overtaking the simulated data
(which is really just real data offset by some frames).
That's acceptable for arrows in most situations, since the amount
you move is tied to the duration, but unacceptable for buttons,
which will seem to jerkily be pressed numerous times with those
wavefronts.
2016-12-18 00:46:02 -05:00
Gregor Richards
17e08c7a28
When we disconnect netplay, fully deinit it
...
In particular, we need to disentangle the interceding netplay callbacks.
In previous versions, if you disconnected netplay but were using a core
that made netplay stall for connections (i.e., one that has no
savestates), netplay would continue to stall because it still
interceded, even though it was supposed to be off. This fixes that.
2016-12-17 23:08:59 -05:00
Gregor Richards
8c08a5399d
Fix a possible NULL dereference in load_savestate
...
In the unlikely situation that serial_info wasn't provided and the delta
frame wasn't ready (possibly an impossible situation) it previously
would have segfaulted. This fixes that.
2016-12-15 16:19:54 -05:00
twinaphex
b4c1927e27
(MSVC 2003) Buildfixes
2006-05-18 13:31:43 +02:00
Gregor Richards
9a4b28735b
HAVE_SOCKET_LEGACY -> no IPv6
...
I had previously assumed that if AF_INET6 is defined, IPv6 support was
present. Some psychopathic console SDKs which shall not be named
actually define AF_INET6 but none of the IPv6 structures. As there is
therefore no way to determine whether IPv6 support is present at
preprocessor time, I'm ust assuming that HAVE_SOCKET_LEGACY implies no
IPv6. This means in effect that no consoles get IPv6 support.
2016-12-10 05:27:25 -05:00
twinaphex
4bf806ef00
(Netplay) Some build fixes for PS3 and others
2016-12-10 09:41:24 +01:00
Brad Parker
d558862e21
make "Got connection from" translatable. Update JP translation.
2016-12-09 23:38:00 -05:00
Gregor Richards
a70e21f328
Suppress a warning due to weird declarations on Windows.
2016-12-05 20:50:05 -05:00
Gregor Richards
e7f20a3673
Bugfixes
...
Silence some Coverity warnings (including a real memory leak) and be
more careful about checking IPv6 mode (for backwards compatibility with
systems that don't support IPv6 but may run code compiled to expect IPv6)
2016-12-05 00:45:40 -05:00
Gregor Richards
2b437ccb8c
Don't need to explicitly demand IPPROTO_TCP (and doing so breaks some
...
SOCKET_LEGACY builds)
2016-12-03 16:33:48 -05:00
Spec-Chum
7a6a0ee7af
Fix MSVC compilation
2016-12-03 18:24:49 +00:00
Gregor Richards
f725f38061
Use strlcpy
2016-12-03 09:58:16 -05:00
Gregor Richards
98f0d4d45b
Better error messages when the Netplay handshake fails
2016-12-03 09:46:20 -05:00
Gregor Richards
3c7fc73735
sendto fix for MSVC
2016-12-02 23:15:53 -05:00
Twinaphex
d71df5c06f
Merge pull request #4138 from GregorR/netplay-port-unsigned-short
...
Be explicit about types
2016-12-03 05:11:02 +01:00
Gregor Richards
cc664db231
Be explicit about types.
2016-12-02 23:08:34 -05:00
Twinaphex
4b2a45a276
remove unused variables
2016-12-03 05:07:27 +01:00
Gregor Richards
8993003259
C++ fixes
2016-12-02 22:56:37 -05:00
Gregor Richards
0577749fae
Netplay LAN scanning is go! (sort of)
2016-12-02 22:40:26 -05:00
Gregor Richards
077d5440ee
Allow Netplay to receive a struct netplay_host to connect to rather than
...
using the configured setting
2016-12-02 21:16:15 -05:00
Gregor Richards
ba0985de37
Actually report the host port as the Netplay port, not the discovery port
2016-12-02 20:38:55 -05:00
Gregor Richards
3446cf09d6
Actually report discovered hosts back to the caller!
2016-12-02 20:28:22 -05:00
Gregor Richards
4c18cec752
Added Netplay discovery code (not yet in menu)
2016-12-02 19:49:42 -05:00
Gregor Richards
addff325d0
Netplay discovery LAN scanning task (incomplete)
2016-12-02 18:56:29 -05:00
Gregor Richards
a082df0027
More stripping out of NAT traversal for SOCKET_LEGACY
2016-12-02 13:18:35 -05:00
Gregor Richards
5739be5594
SOCKET_LEGACY doesn't even necessarily have inet_ntoa, so oh well, no
...
host for you
2016-12-01 20:40:16 -05:00
Gregor Richards
22798e26c7
delay_frames naming consistency
...
Unifying all of the various inconsistent names of delay_frames into a
single name: delay_frames.
2016-12-01 13:34:37 -05:00
Gregor Richards
c7f8cd3c68
Adding NAT traversal announcement for SOCKET_LEGACY
2016-11-30 19:01:32 -05:00
Twinaphex
bb499b70be
Merge pull request #4104 from GregorR/natt
...
NAT traversal
2016-11-30 16:09:53 +01:00
Gregor Richards
b3ababce9a
Fix Netplay IPv6 support
2016-11-30 00:25:16 -05:00
Gregor Richards
c342c103ae
Always get numeric host/ports instead of names.
2016-11-29 23:08:26 -05:00
Gregor Richards
42da0a0184
NAT traversal in Netplay
...
For the time being, if NAT traversal is successful it simply announces
it as an OSD message. In the future it will be used to inform a
matchmaking server of the public port.
This patch also included minor fixes to the NAT traversal implementation
to make the select it demands actually doable.
2016-11-29 22:59:46 -05:00
twinaphex
d26a213971
CXX_BUILD fixes
2016-11-27 13:30:35 +01:00
Gregor Richards
225cbb387b
Updating netplay to use trans_stream for compression
2016-11-26 16:06:52 -05:00
Gregor Richards
da0b958aeb
Check HAVE_ZLIB and only do zlib compression if it's supported by both
...
sides.
2016-11-25 11:03:12 -05:00
Gregor Richards
db437047f8
Don't use z_const, which is apparently not always defined.
2016-11-25 10:40:25 -05:00
Gregor Richards
679ea058a4
Properly clean up zlib.
2016-11-25 10:40:24 -05:00
Gregor Richards
3ff22c9ed6
Fixes for C++ support.
2016-11-25 10:40:24 -05:00
Gregor Richards
9f03020af8
Change the netplay protocol version since compression isn't backwards
...
compatible.
2016-11-25 10:40:24 -05:00
Gregor Richards
53c6223dc6
Use zlib compression for savestates sent over netplay.
2016-11-25 10:40:24 -05:00
Diego Viola
cf0c60bb98
Fix Netplay fullscreen issue
...
Fixes #3936
2016-11-07 16:01:18 -02:00
Brad Parker
d1d5584d18
update copyright
2016-10-27 11:47:10 -04:00
twinaphex
0d3752e90f
More translatable strings
2016-10-22 05:23:59 +02:00
twinaphex
3334060b03
Add another translatable string
2016-10-22 04:49:04 +02:00
twinaphex
9de0ebe859
Make some more strings translatable
2016-10-22 04:47:50 +02:00
twinaphex
42053a82e1
Prevent some implicit memsets
2016-10-21 19:39:51 +02:00
twinaphex
ddb4f85430
netplay_common.c - Buildfix for MSVC
2016-10-19 18:09:59 +02:00
Gregor Richards
2e432b005e
Casts for C++ compatibility.
2016-10-10 11:56:43 -04:00
Gregor Richards
5c206c89f0
Add a netplay advertisement server for LAN netplay detection.
2016-10-10 11:52:54 -04:00
Gregor Richards
2c1cd0d06b
Netplay should disable when it deinits, so it doesn't auto-reconnect
...
when loading a new game.
2016-10-09 09:42:06 -04:00
Gregor Richards
6c15c0de3d
Support for architecture-dependence serialization quirks in Netplay
...
As well as the implementation magic, we now send a platform magic in our
connection header. If the core reports platform dependence and the
platform magic differs relevantly, the connection will be refused.
Since netplay_send_info (client handshake) and netplay_get_info (server
handshake) were practically identical, they've also been merged into a
single netplay_handshake.
2016-10-05 21:12:42 -04:00
Gregor Richards
307ba5951e
A bit more care about frame=0 input, which is always 0
2016-10-05 20:45:30 -04:00
Alcaro
46ab267f40
Merge pull request #3700 from GregorR/netplay-serialization-quirks
...
Serialization quirks
2016-10-06 00:59:14 +02:00
Gregor Richards
e65a63e5d5
Add support for debugging core nondeterminism
...
This adds a debug flag to netplay_net (DEBUG_NONDETERMINISTIC_CORES)
which helps determine if a core has nondeterminism.
2016-10-05 07:58:01 -04:00
Gregor Richards
60153e7035
Ignore check_frames if CRCs are utterly inconsistent
...
This effectively disables check_frames if frame 1's CRC differs between
host and client. This is necessary because some important cores have
nondeterminism in core_run, thus mandating check_frames, while some
important cores have nondeterminism in core_serialize, thus mandating no
check_frames.
2016-10-05 07:55:30 -04:00
Gregor Richards
49b4143687
Reviving netplay_log_connection, i.e. connection messages on the host
2016-10-05 07:52:14 -04:00
Gregor Richards
701cc5a18c
Splitting endian and other platform savestate quirks.
2016-10-04 23:07:36 -04:00
Gregor Richards
a636bac428
Style and clarity nits.
2016-10-04 23:07:36 -04:00
Gregor Richards
51683661e5
Changes to Netplay for the recent changes to quirks.
2016-10-04 23:07:36 -04:00
Gregor Richards
90bd741786
Switching serialization quirks to uint64_t for consistency with other
...
bitfields
2016-10-04 23:07:35 -04:00
Gregor Richards
3fa3fe0fcd
Fixes for the other few Netplay initialization points
2016-10-04 23:07:35 -04:00
Gregor Richards
0d661ef6a2
Fix some backwards implementation in reporting serialization quirks
2016-10-04 23:07:35 -04:00
Gregor Richards
07a4ad791d
Implemented Netplay initialization quirk
2016-10-04 23:07:35 -04:00
Gregor Richards
5676d0b848
Adding Netplay quirk for untransmittable savestates
2016-10-04 23:06:50 -04:00
Gregor Richards
44931586b7
Removing Netplay workarounds which will soon be replaced by quirks
2016-10-04 23:06:50 -04:00
Gregor Richards
68cee3b409
Being more careful with serialization
2016-10-04 22:24:33 -04:00
Gregor Richards
71873e8c97
Moving Netplay pre- and post-frame behavior into core_run
...
This (mostly) prevents other paths from accidentally side-stepping
Netplay. Netplay itself now sets an in_netplay variable to avoid
self-recursion in its own core_run calls.
2016-10-04 13:40:07 -04:00
twinaphex
19863e4174
autosave_lock/autosave_unlock - no longer require HAVE_THREADS ifdefs
2016-10-04 09:56:58 +02:00
Gregor Richards
3953018547
Clarifications to Netplay menu and removing obsolete setting
...
This commit:
* Reorders the Netplay settings menu to put more useful options at the
top.
* Renames the swap_input setting from "Swap Netplay Input", which is
meaningless and confusing, to "Netplay P2 Uses C1", which is oddly
truncated but at least true.
* Removes the is_client setting altogether, as that's no longer how
client vs. server mode is determined (each are separate options when
enabling Netplay)
2016-10-03 17:28:20 -04:00
Gregor Richards
e41ac34561
Get rid of global->netplay
...
Moved settings values into settings->netplay, and global->netplay.enable
is moved into netplay itself, and is no longer a configuration value
whatsoever, as that conflicts with the behavior of the netplay menu.
2016-10-02 22:13:34 -04:00
twinaphex
243dc139d2
Revert "Create path server and add to paths.c"
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This reverts commit 00a1e3716a
.
2016-10-01 08:17:44 +02:00
Gregor Richards
01d379066e
Removing Netplay workarounds in anticipation of quirks API
2016-09-30 16:00:49 -04:00
twinaphex
13cf804a70
Fix signed/unsigned mismatch warnings
2016-09-30 08:23:24 +02:00
twinaphex
00a1e3716a
Create path server and add to paths.c
2016-09-30 06:22:56 +02:00
Gregor Richards
f710303a40
Somewhat fixing support for savestateless cores
...
Without early saves we couldn't properly detect savestateless cores. We
still can't, really, but we can at least EVENTUALLY detect this
condition. netplay_net has been fixed to do so.
2016-09-29 20:48:39 -04:00
Gregor Richards
5b62fbb355
Fix spectator mode to work with the late-serialization workaround
2016-09-29 17:28:01 -04:00
twinaphex
da5d43974a
netplay_data is a void pointer no more
2016-09-29 20:11:46 +02:00
Gregor Richards
567da56048
Adding remaining netplay menu options
...
A couple fixes are still necessary for the client, in particular to
recover a "lost" hostname, but now it is possible to start server or
client mid-stream, and to disconnect intentionally.
2016-09-29 13:04:38 -04:00
Brad Parker
186d0d6450
fix cheevos memory leak
2016-09-28 23:05:59 -04:00
Twinaphex
9b17e4f01e
Merge pull request #3680 from GregorR/netplay-sram-leniency
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Make netplay lenient to differing sram sizes
2016-09-28 23:12:10 +02:00
Gregor Richards
1470b6672b
Fix delay_frames=0 mode to work with the recent late-loading workaround
2016-09-28 15:45:52 -04:00
Gregor Richards
ad4cec0b07
Make netplay lenient to differing sram sizes
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Some cores can only determine the true size of sram after fully loading
the content, and so will report different values when the sram size is
queried. As a result, netplay cannot count on sram size as a reliable
verification technique. sram is still sent for the savestateless core
case.
2016-09-28 08:04:38 -04:00
Twinaphex
f0a2159f9a
remove unused variable
2016-09-28 06:50:43 +02:00
Gregor Richards
f665881d6d
Workarounds for cores that can't be saved early
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Netplay now never serializes/unserializes cores before 60 frames have
been emulated. This is a workaround for buggy cores and documented as
such.
2016-09-27 20:49:16 -04:00
Gregor Richards
bd354cd275
Making all Netplay sockets should be cloexec
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All Netplay sockets should close-on-exec. There is no reason for
xdg-screensaver to keep Netplay sockets alive.
2016-09-25 23:26:32 -04:00
Gregor Richards
c4eb12a583
Adding backend functionality to reconnect a Netplay client.
2016-09-24 23:48:42 -04:00
Gregor Richards
60449e8928
Checks for some netplay syscall errors and NULL deref errors
2016-09-24 18:48:55 -04:00
Gregor Richards
fcd57801bd
When we replay, resimulate input so that it doesn't judder between
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remote states
2016-09-24 08:12:08 -04:00
Gregor Richards
6472b0ce82
Small checks to avoid needless blocking in delay_frames=0 mode
2016-09-23 23:27:07 -04:00
Gregor Richards
fa5b75b635
Bugfixes in how we reset state on a late Netplay connection
2016-09-23 22:21:53 -04:00
Gregor Richards
236839e22f
Reset netplay stall state upon disconnection
2016-09-23 22:20:47 -04:00
Gregor Richards
ae92cfeac2
More care in check_frames code so we don't check CRCs from a previous
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connection
2016-09-23 22:18:56 -04:00
Gregor Richards
65e308c92d
Reset player flip state when we lose Netplay connection
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This fixes a bug whereby reconnections would be out of sync due to the
flip state of the server and client being different. The server now
resets its flip state on disconnect.
2016-09-22 21:56:19 -04:00
Gregor Richards
06550ec289
Check if setting CLOEXEC fails on the Netplay server port.
2016-09-22 21:02:26 -04:00
Gregor Richards
1503b3d42f
Don't serialize frame 0 in netplay, as the core may not yet be ready
2016-09-22 17:36:46 -04:00
Twinaphex
34944cac0f
remove unused variables
2016-09-22 22:01:35 +02:00
Twinaphex
b2240c5783
Merge pull request #3631 from GregorR/netplay-reconnect
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Support for Netplay reconnection
2016-09-22 14:27:38 +02:00
Gregor Richards
4a83e6dee9
Both sides should send the same header so either can check the other
2016-09-22 07:06:26 -04:00
Gregor Richards
42f8ed4338
Support for Netplay reconnection
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In net server mode, when the client disconnects, the server now returns
to listening mode, in anticipation of the client reconnecting.
2016-09-21 22:37:43 -04:00
twinaphex
017bf34d71
Prevent null pointer dereference defect
2016-09-22 03:59:02 +02:00
Gregor Richards
4b370cf55e
Re-add TCP_NODELAY in host mode.
2016-09-21 17:31:19 -04:00
Gregor Richards
c2d9e7a538
Support for late connection to Netplay host mode
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This changes netplay host mode's behavior in net (normal) mode from
immediately blocking to waiting for a connection while allowing the game
to run, like spectator mode.
2016-09-21 17:26:02 -04:00
twinaphex
b548362869
Use encoding_crc32
2016-09-21 12:31:40 +02:00
Gregor Richards
851cd0fe6e
Removing now-unused BSV-related functions from Netplay
2016-09-20 22:32:23 -04:00
twinaphex
d7e9c198e6
Cleanups to netplay
2016-09-17 18:21:29 +02:00
Twinaphex
e21662b3e9
Merge pull request #3607 from GregorR/netplay-savestates
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Netplay savestate loading frontend changes
2016-09-17 18:15:49 +02:00
Alcaro
ec2fd5ebd7
Fix warning
2016-09-17 17:55:42 +02:00
Gregor Richards
d53373a5cb
Netplay savestate loading frontend changes
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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
twinaphex
a55feae619
CXX_BUILD fixes
2016-09-16 13:38:06 +02:00
Gregor Richards
ad336df709
Reimplemented Netplay spectate mode
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Spectate mode is now far more similar to net (normal) mode, and, more
importantly, it works. In addition, spectate mode will not fast-forward
to catch up with the server if it lags too far behind.
2016-09-15 23:06:32 -04:00
Gregor Richards
4076b14568
Make Netplay flipping deterministic
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The receiving side of a player-flip request now does a forced rewind to
assure that any already-computed frames are computed with the players on
the right side.
2016-09-15 23:06:32 -04:00
Gregor Richards
827009d2d3
A few corrections/clarifications in the Netplay README
2016-09-15 23:06:32 -04:00
Gregor Richards
2a0202ccf5
Making Netplay check frequency configurable.
2016-09-15 23:06:32 -04:00
Gregor Richards
9a91570db8
Adding new network commands to the Netplay README.
2016-09-15 23:06:32 -04:00
Gregor Richards
7271d1c3fa
Support for frame CRCing
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Every frame (soon to be configurable), the server does a CRC-32 hash and
sends it to the client. If the client finds that its own hash is
different from the server's, it requests a fresh savestate.
This is a last-ditch effort to sync if all else fails, and it's a
best-effort situation. The size of the buffer should assure that we
always still have the frame around to CRC, but I imagine there are edge
cases where we don't. If you're in an edge case, the CRC is ignored.
2016-09-15 23:06:32 -04:00
Gregor Richards
79eba578ff
Remote state load bugfix: Don't skip an input frame
2016-09-15 23:06:32 -04:00