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154 lines
5.8 KiB
Plaintext
154 lines
5.8 KiB
Plaintext
This is RetroArch's Netplay code. RetroArch Netplay allows a second player to
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be connected via the Internet, rather than local at the same computer. Netplay
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in RetroArch is guaranteed* to work with perfect synchronization given a few
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minor constraints:
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(1) The core is deterministic,
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(2) The only input devices the core interacts with are the joypad and analog sticks, and
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(3) Both the core and the loaded content are identical on host and client.
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Furthermore, if the core supports serialization (save states), Netplay allows
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for latency and clock drift, providing both host and client with a smooth
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experience.
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Note that this documentation is all for (the poorly-named) "net" mode, which is
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the normal mode, and not "spectator" mode, which has its own whole host of
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problems.
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Netplay in RetroArch works by expecting input to come delayed from the network,
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then rewinding and re-playing with the delayed input to get a consistent state.
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So long as both sides agree on which frame is which, it should be impossible
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for them to become de-synced, since each input event always happens at the
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correct frame.
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In terms of the implementation, Netplay is in effect a state buffer
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(implemented as a ring of buffers) and some pre- and post-frame behaviors.
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Within the state buffers, there are three locations: self, other and read. Each
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refers to a frame, and a state buffer corresponding to that frame. The state
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buffer contains the savestate for the frame, and the input from both the local
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and remote players.
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Self is where the emulator believes itself to be, which may be ahead or behind
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of what it's read from the peer. Generally speaking, self progresses at 1 frame
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per frame, except when the network stalls, described later.
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Other is where it was most recently in perfect sync: i.e., other-1 is the last
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frame from which both local and remote input have been actioned. As such, other
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is always less than or equal to both self and read. Since the state buffer is a
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ring, other is the first frame that it's unsafe to overwrite.
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Read is where it's read up to, which can be slightly ahead of other since it
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can't always immediately act upon new data.
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In general, other ≤ read and other ≤ self. In all likelihood, read ≤ self, but
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it is both possible and supported for the remote host to get ahead of the local
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host.
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Pre-frame, Netplay serializes the core's state, polls for local input, and
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polls for input from the other side. If the input from the other side is too
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far behind, it stalls to allow the other side to catch up. To assure that this
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stalling does not block the UI thread, it is implemented similarly to pausing,
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rather than by blocking on the socket.
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If input has not been received for the other side up to the current frame (the
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usual case), the remote input is simulated in a simplistic manner. Each
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frame's local serialized state and simulated or real input goes into the frame
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buffers.
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During the frame of execution, when the core requests input, it receives the
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input from the state buffer, both local and real or simulated remote.
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Post-frame, it checks whether it's read more than it's actioned, i.e. if read >
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other self > other. If so, it first checks whether its simulated remote data
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was correct. If it was, it simply moves other up. If not, it rewinds to other
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(by loading the serialized state there) and runs the core in replay mode with
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the real data up to the least of self and read, then sets other to that.
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When in Netplay mode, the callback for receiving input is replaced by
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input_state_net. It is the role of input_state_net to combine the true local
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input (whether live or replay) with the remote input (whether true or
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simulated).
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Some thoughts about "frame counts": The frame counters act like indexes into a
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0-indexed array; i.e., they refer to the first unactioned frame. So, when
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read_frame_count is 23, we've read 23 frames, but the last frame we read is
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frame 22. With self_frame_count it's slightly more complicated, since there are
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two relevant actions: Reading the data and emulating with the data. The frame
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count is only incremented after the latter, so there is a period of time during
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which we've actually read self_frame_count+1 frames of local input.
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* Guarantee not actually a guarantee.
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Netplay's command format
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Netplay commands consist of a 32-bit command identifier, followed by a 32-bit
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payload size, both in network byte order, followed by a payload. The command
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identifiers are listed in netplay.h. The commands are described below. Unless
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specified otherwise, all payload values are in network byte order.
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Command: ACK
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Payload: None
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Description:
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Acknowledgement. Not used.
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Command: NAK
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Payload: None
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Description:
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Negative Acknowledgement. If received, the connection is terminated. Sent
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whenever a command is malformed or otherwise not understood.
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Command: INPUT
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Payload:
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{
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frame number: uint32
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joypad input: uint32
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analog 1 input: uint32
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analog 2 input: uint32
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OPTIONAL state CRC: uint32
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}
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Description:
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Input state for each frame. Netplay must send an INPUT command for every
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frame in order to function at all.
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Command: FLIP_PLAYERS
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Payload:
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{
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frame number: uint32
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}
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Description:
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Flip players at the requested frame.
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Command: DISCONNECT
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Payload: None
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Description:
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Gracefully disconnect. Not used.
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Command: CRC
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Payload:
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{
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frame number: uint32
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hash: uint32
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}
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Description:
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Informs the peer of the correct CRC hash for the specified frame. If the
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receiver's hash doesn't match, they should send a REQUEST_SAVESTATE
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command.
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Command: REQUEST_SAVESTATE
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Payload: None
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Description:
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Requests that the peer send a savestate.
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Command: LOAD_SAVESTATE
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Payload:
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{
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frame number: uint32
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serialized save state: blob (variable size)
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}
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Description:
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Cause the other side to load a savestate, notionally one which the sending
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side has also loaded.
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