mirror of
https://github.com/libretro/RetroArch.git
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fa777b8356
Do not rely on when polling takes place in the emu core. We earlier assumed that this occured always at the start of the main loop. We now do not care about when the poll callback is called, and we manually poll the network ourselves in pre_frame.
702 lines
19 KiB
C
702 lines
19 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES 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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* SSNES 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 SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "netplay.h"
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#include "general.h"
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#include "autosave.h"
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#include "dynamic.h"
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#include <stdlib.h>
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#include <string.h>
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#include <sys/time.h>
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#include <assert.h>
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#ifdef _WIN32
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#define _WIN32_WINNT 0x0501
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <winsock2.h>
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#include <ws2tcpip.h>
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// Woohoo, Winsock has headers from the STONE AGE! :D
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#define close(x) closesocket(x)
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#define CONST_CAST (const char*)
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#define NONCONST_CAST (char*)
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#else
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#include <sys/select.h>
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <netinet/tcp.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <signal.h>
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#define CONST_CAST
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#define NONCONST_CAST
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#endif
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#define PREV_PTR(x) ((x) == 0 ? handle->buffer_size - 1 : (x) - 1)
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#define NEXT_PTR(x) ((x + 1) % handle->buffer_size)
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struct delta_frame
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{
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uint8_t *state;
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uint16_t real_input_state;
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uint16_t simulated_input_state;
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bool is_simulated;
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uint16_t self_state;
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bool used_real;
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};
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#define UDP_FRAME_PACKETS 8
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struct netplay
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{
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struct snes_callbacks cbs;
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int fd; // TCP connection for state sending, etc. Could perhaps be used for messaging later on. :)
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int udp_fd; // UDP connection for game state updates.
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unsigned port; // Which port is governed by netplay?
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bool has_connection;
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struct delta_frame *buffer;
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size_t buffer_size;
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size_t self_ptr; // Ptr where we are now.
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size_t other_ptr; // Points to the last reliable state that self ever had.
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size_t read_ptr; // Ptr to where we are reading. Generally, other_ptr <= read_ptr <= self_ptr.
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size_t tmp_ptr; // A temporary pointer used on replay.
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size_t state_size;
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size_t is_replay; // Are we replaying old frames?
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bool can_poll; // We don't want to poll several times on a frame.
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uint32_t packet_buffer[UDP_FRAME_PACKETS * 2]; // To compat UDP packet loss we also send old data along with the packets.
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uint32_t frame_count;
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uint32_t read_frame_count;
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struct addrinfo *addr;
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struct sockaddr_storage their_addr;
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bool has_client_addr;
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};
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void input_poll_net(void)
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{
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if (!netplay_should_skip(g_extern.netplay) && netplay_can_poll(g_extern.netplay))
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netplay_poll(g_extern.netplay);
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}
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void video_frame_net(const uint16_t *data, unsigned width, unsigned height)
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{
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if (!netplay_should_skip(g_extern.netplay))
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netplay_callbacks(g_extern.netplay)->frame_cb(data, width, height);
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}
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void audio_sample_net(uint16_t left, uint16_t right)
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{
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if (!netplay_should_skip(g_extern.netplay))
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netplay_callbacks(g_extern.netplay)->sample_cb(left, right);
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}
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int16_t input_state_net(bool port, unsigned device, unsigned index, unsigned id)
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{
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if (netplay_is_alive(g_extern.netplay))
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return netplay_input_state(g_extern.netplay, port, device, index, id);
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else
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return netplay_callbacks(g_extern.netplay)->state_cb(port, device, index, id);
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}
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static bool init_tcp_socket(netplay_t *handle, const char *server, uint16_t port)
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{
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struct addrinfo hints, *res = NULL;
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memset(&hints, 0, sizeof(hints));
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#ifdef _WIN32 // Lolol, no AF_UNSPEC, wtf.
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hints.ai_family = AF_INET;
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#else
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hints.ai_family = AF_UNSPEC;
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#endif
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hints.ai_socktype = SOCK_STREAM;
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if (!server)
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hints.ai_flags = AI_PASSIVE;
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char port_buf[16];
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snprintf(port_buf, sizeof(port_buf), "%hu", (unsigned short)port);
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if (getaddrinfo(server, port_buf, &hints, &res) < 0)
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return false;
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if (!res)
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return false;
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handle->fd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
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if (handle->fd < 0)
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{
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SSNES_ERR("Failed to init socket...\n");
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if (res)
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freeaddrinfo(res);
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return false;
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}
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if (server)
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{
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if (connect(handle->fd, res->ai_addr, res->ai_addrlen) < 0)
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{
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SSNES_ERR("Failed to connect to server.\n");
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close(handle->fd);
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freeaddrinfo(res);
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return false;
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}
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}
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else
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{
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int yes = 1;
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setsockopt(handle->fd, SOL_SOCKET, SO_REUSEADDR, CONST_CAST &yes, sizeof(int));
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if (bind(handle->fd, res->ai_addr, res->ai_addrlen) < 0 || listen(handle->fd, 1) < 0)
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{
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SSNES_ERR("Failed to bind socket.\n");
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close(handle->fd);
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freeaddrinfo(res);
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return false;
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}
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int new_fd = accept(handle->fd, NULL, NULL);
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if (new_fd < 0)
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{
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SSNES_ERR("Failed to accept socket.\n");
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close(handle->fd);
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freeaddrinfo(res);
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return false;
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}
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close(handle->fd);
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handle->fd = new_fd;
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}
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freeaddrinfo(res);
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return true;
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}
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static bool init_udp_socket(netplay_t *handle, const char *server, uint16_t port)
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{
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struct addrinfo hints;
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memset(&hints, 0, sizeof(hints));
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#ifdef _WIN32 // Lolol, no AF_UNSPEC, wtf.
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hints.ai_family = AF_INET;
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#else
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hints.ai_family = AF_UNSPEC;
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#endif
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hints.ai_socktype = SOCK_DGRAM;
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if (!server)
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hints.ai_flags = AI_PASSIVE;
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char port_buf[16];
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snprintf(port_buf, sizeof(port_buf), "%hu", (unsigned short)port);
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if (getaddrinfo(server, port_buf, &hints, &handle->addr) < 0)
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return false;
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if (!handle->addr)
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return false;
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handle->udp_fd = socket(handle->addr->ai_family, handle->addr->ai_socktype, handle->addr->ai_protocol);
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if (handle->udp_fd < 0)
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{
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SSNES_ERR("Failed to init socket...\n");
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return false;
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}
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if (!server)
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{
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// Note sure if we have to do this for UDP, but hey :)
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int yes = 1;
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setsockopt(handle->udp_fd, SOL_SOCKET, SO_REUSEADDR, CONST_CAST &yes, sizeof(int));
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if (bind(handle->udp_fd, handle->addr->ai_addr, handle->addr->ai_addrlen) < 0)
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{
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SSNES_ERR("Failed to bind socket.\n");
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close(handle->udp_fd);
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}
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freeaddrinfo(handle->addr);
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handle->addr = NULL;
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}
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return true;
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}
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static bool init_socket(netplay_t *handle, const char *server, uint16_t port)
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{
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#ifdef _WIN32
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WSADATA wsaData;
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if (WSAStartup(MAKEWORD(2, 2), &wsaData) != 0)
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{
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WSACleanup();
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return false;
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}
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#else
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signal(SIGPIPE, SIG_IGN); // Do not like SIGPIPE killing our app :(
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#endif
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if (!init_tcp_socket(handle, server, port))
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return false;
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if (!init_udp_socket(handle, server, port))
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return false;
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return true;
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}
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bool netplay_can_poll(netplay_t *handle)
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{
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return handle->can_poll;
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}
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static bool send_info(netplay_t *handle)
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{
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uint32_t header[3] = { htonl(g_extern.cart_crc), htonl(psnes_serialize_size()), htonl(psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM)) };
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if (send(handle->fd, CONST_CAST header, sizeof(header), 0) != sizeof(header))
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return false;
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// Get SRAM data from Player 1 :)
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uint8_t *sram = psnes_get_memory_data(SNES_MEMORY_CARTRIDGE_RAM);
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unsigned sram_size = psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM);
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while (sram_size > 0)
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{
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ssize_t ret = recv(handle->fd, NONCONST_CAST sram, sram_size, 0);
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if (ret <= 0)
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{
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SSNES_ERR("Failed to receive SRAM data from host.\n");
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return false;
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}
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sram += ret;
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sram_size -= ret;
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}
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return true;
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}
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static bool get_info(netplay_t *handle)
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{
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uint32_t header[3];
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if (recv(handle->fd, NONCONST_CAST header, sizeof(header), 0) != sizeof(header))
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{
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SSNES_ERR("Failed to receive header from client.\n");
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return false;
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}
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if (g_extern.cart_crc != ntohl(header[0]))
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{
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SSNES_ERR("Cart CRC32s differ! Cannot use different games!\n");
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return false;
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}
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if (psnes_serialize_size() != ntohl(header[1]))
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{
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SSNES_ERR("Serialization sizes differ, make sure you're using exact same libsnes implementations!\n");
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return false;
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}
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if (psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM) != ntohl(header[2]))
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{
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SSNES_ERR("Cartridge SRAM sizes do not correspond!\n");
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return false;
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}
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// Send SRAM data to our Player 2 :)
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const uint8_t *sram = psnes_get_memory_data(SNES_MEMORY_CARTRIDGE_RAM);
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unsigned sram_size = psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM);
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while (sram_size > 0)
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{
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ssize_t ret = send(handle->fd, CONST_CAST sram, sram_size, 0);
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if (ret <= 0)
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{
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SSNES_ERR("Failed to send SRAM data to client.\n");
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return false;
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}
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sram += ret;
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sram_size -= ret;
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}
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return true;
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}
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static void init_buffers(netplay_t *handle)
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{
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handle->buffer = calloc(handle->buffer_size, sizeof(*handle->buffer));
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handle->state_size = psnes_serialize_size();
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for (unsigned i = 0; i < handle->buffer_size; i++)
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{
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handle->buffer[i].state = malloc(handle->state_size);
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handle->buffer[i].is_simulated = true;
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}
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}
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netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const struct snes_callbacks *cb)
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{
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netplay_t *handle = calloc(1, sizeof(*handle));
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if (!handle)
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return NULL;
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handle->cbs = *cb;
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handle->port = server ? 0 : 1;
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if (!init_socket(handle, server, port))
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{
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free(handle);
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return NULL;
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}
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if (server)
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{
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if (!send_info(handle))
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{
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close(handle->fd);
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free(handle);
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return NULL;
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}
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}
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else
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{
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if (!get_info(handle))
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{
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close(handle->fd);
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free(handle);
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return NULL;
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}
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}
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handle->buffer_size = frames + 1;
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init_buffers(handle);
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handle->has_connection = true;
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return handle;
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}
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bool netplay_is_alive(netplay_t *handle)
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{
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return handle->has_connection;
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}
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static bool send_chunk(netplay_t *handle)
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{
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const struct sockaddr *addr = NULL;
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if (handle->addr)
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addr = handle->addr->ai_addr;
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else if (handle->has_client_addr)
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addr = (const struct sockaddr*)&handle->their_addr;
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if (addr)
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{
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if (sendto(handle->udp_fd, CONST_CAST handle->packet_buffer, sizeof(handle->packet_buffer), 0, addr, sizeof(struct sockaddr)) != sizeof(handle->packet_buffer))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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return false;
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}
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}
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return true;
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}
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#define MAX_RETRIES 64
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#define RETRY_MS 500
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static int poll_input(netplay_t *handle, bool block)
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{
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fd_set fds;
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FD_ZERO(&fds);
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FD_SET(handle->udp_fd, &fds);
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FD_SET(handle->fd, &fds);
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int max_fd = (handle->fd > handle->udp_fd ? handle->fd : handle->udp_fd) + 1;
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struct timeval tv = {
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.tv_sec = 0,
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.tv_usec = block ? (RETRY_MS * 1000) : 0
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};
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int i = 0;
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do
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{
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if (select(max_fd, &fds, NULL, NULL, &tv) < 0)
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return -1;
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// Somewhat hacky, but we aren't using the TCP connection for anything useful atm.
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// Will probably add some proper messaging system here later.
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if (FD_ISSET(handle->fd, &fds))
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return -1;
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if (FD_ISSET(handle->udp_fd, &fds))
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return 1;
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if (block && !send_chunk(handle))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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return -1;
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}
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if (block)
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SSNES_LOG("Network lag of %d ms, resending packet... Attempt %d of %d ...\n", RETRY_MS, i, MAX_RETRIES);
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// Seems to be necessary on Win32.
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FD_ZERO(&fds);
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FD_SET(handle->udp_fd, &fds);
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FD_SET(handle->fd, &fds);
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} while ((i++ < MAX_RETRIES) && block);
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if (block)
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return -1;
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return 0;
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}
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// Grab our own input state and send this over the network.
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static bool get_self_input_state(netplay_t *handle)
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{
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struct delta_frame *ptr = &handle->buffer[handle->self_ptr];
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uint32_t state = 0;
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if (handle->frame_count > 0) // First frame we always give zero input since relying on input from first frame screws up when we use -F 0.
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{
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snes_input_state_t cb = handle->cbs.state_cb;
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for (unsigned i = 0; i <= 11; i++)
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{
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int16_t tmp = cb(g_settings.input.netplay_client_swap_input ? 0 : !handle->port, SNES_DEVICE_JOYPAD, 0, i);
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state |= tmp ? 1 << i : 0;
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}
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}
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memmove(handle->packet_buffer, handle->packet_buffer + 2, sizeof (handle->packet_buffer) - 2 * sizeof(uint32_t));
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handle->packet_buffer[(UDP_FRAME_PACKETS - 1) * 2] = htonl(handle->frame_count);
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handle->packet_buffer[(UDP_FRAME_PACKETS - 1) * 2 + 1] = htonl(state);
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if (!send_chunk(handle))
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{
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SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
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handle->has_connection = false;
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return false;
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}
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ptr->self_state = state;
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handle->self_ptr = NEXT_PTR(handle->self_ptr);
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return true;
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}
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// TODO: Somewhat better prediction. :P
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static void simulate_input(netplay_t *handle)
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{
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size_t ptr = PREV_PTR(handle->self_ptr);
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size_t prev = PREV_PTR(handle->read_ptr);
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handle->buffer[ptr].simulated_input_state = handle->buffer[prev].real_input_state;
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handle->buffer[ptr].is_simulated = true;
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handle->buffer[ptr].used_real = false;
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}
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static void parse_packet(netplay_t *handle, uint32_t *buffer, unsigned size)
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{
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for (unsigned i = 0; i < size * 2; i++)
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buffer[i] = ntohl(buffer[i]);
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for (unsigned i = 0; i < size && handle->read_frame_count <= handle->frame_count; i++)
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{
|
|
uint32_t frame = buffer[2 * i];
|
|
uint32_t state = buffer[2 * i + 1];
|
|
|
|
if (frame == handle->read_frame_count)
|
|
{
|
|
handle->buffer[handle->read_ptr].is_simulated = false;
|
|
handle->buffer[handle->read_ptr].real_input_state = state;
|
|
handle->read_ptr = NEXT_PTR(handle->read_ptr);
|
|
handle->read_frame_count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool receive_data(netplay_t *handle, uint32_t *buffer, size_t size)
|
|
{
|
|
socklen_t addrlen = sizeof(handle->their_addr);
|
|
if (recvfrom(handle->udp_fd, NONCONST_CAST buffer, size, 0, (struct sockaddr*)&handle->their_addr, &addrlen) != size)
|
|
return false;
|
|
handle->has_client_addr = true;
|
|
return true;
|
|
}
|
|
|
|
// Poll network to see if we have anything new. If our network buffer is full, we simply have to block for new input data.
|
|
bool netplay_poll(netplay_t *handle)
|
|
{
|
|
if (!handle->has_connection)
|
|
return false;
|
|
|
|
handle->can_poll = false;
|
|
|
|
if (!get_self_input_state(handle))
|
|
return false;
|
|
|
|
// We skip reading the first frame so the host has a change to grab our host info so we don't block forever :')
|
|
if (handle->frame_count == 0)
|
|
{
|
|
handle->buffer[0].used_real = true;
|
|
handle->buffer[0].is_simulated = false;
|
|
handle->buffer[0].real_input_state = 0;
|
|
handle->read_ptr = NEXT_PTR(handle->read_ptr);
|
|
handle->read_frame_count++;
|
|
return true;
|
|
}
|
|
|
|
//fprintf(stderr, "Other ptr: %lu, Read ptr: %lu, Self ptr: %lu\n", handle->other_ptr, handle->read_ptr, handle->self_ptr);
|
|
if (handle->buffer_size > 1)
|
|
{
|
|
assert(handle->other_ptr != handle->self_ptr);
|
|
assert(handle->read_ptr != handle->self_ptr);
|
|
}
|
|
assert(handle->other_ptr == handle->read_ptr);
|
|
|
|
// We might have reached the end of the buffer, where we simply have to block.
|
|
int res = poll_input(handle, handle->other_ptr == NEXT_PTR(handle->self_ptr));
|
|
if (res == -1)
|
|
{
|
|
handle->has_connection = false;
|
|
SSNES_WARN("Netplay connection timed out. Will continue without netplay.\n");
|
|
return false;
|
|
}
|
|
|
|
if (res == 1)
|
|
{
|
|
uint32_t first_read = handle->read_frame_count;
|
|
do
|
|
{
|
|
uint32_t buffer[UDP_FRAME_PACKETS * 2];
|
|
if (!receive_data(handle, buffer, sizeof(buffer)))
|
|
{
|
|
SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
|
|
handle->has_connection = false;
|
|
return false;
|
|
}
|
|
parse_packet(handle, buffer, UDP_FRAME_PACKETS);
|
|
|
|
} while ((handle->read_frame_count <= handle->frame_count) &&
|
|
poll_input(handle, (handle->other_ptr == NEXT_PTR(handle->self_ptr)) &&
|
|
(first_read == handle->read_frame_count)) == 1);
|
|
}
|
|
else
|
|
{
|
|
// Cannot allow this. Should not happen though.
|
|
if (NEXT_PTR(handle->self_ptr) == handle->other_ptr)
|
|
{
|
|
SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (handle->read_ptr != handle->self_ptr)
|
|
simulate_input(handle);
|
|
else
|
|
handle->buffer[PREV_PTR(handle->self_ptr)].used_real = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
int16_t netplay_input_state(netplay_t *handle, bool port, unsigned device, unsigned index, unsigned id)
|
|
{
|
|
uint16_t input_state = 0;
|
|
size_t ptr = 0;
|
|
|
|
if (handle->is_replay)
|
|
ptr = handle->tmp_ptr;
|
|
else
|
|
ptr = PREV_PTR(handle->self_ptr);
|
|
|
|
if ((port ? 1 : 0) == handle->port)
|
|
{
|
|
if (handle->buffer[ptr].is_simulated)
|
|
input_state = handle->buffer[ptr].simulated_input_state;
|
|
else
|
|
input_state = handle->buffer[ptr].real_input_state;
|
|
}
|
|
else
|
|
input_state = handle->buffer[ptr].self_state;
|
|
|
|
return ((1 << id) & input_state) ? 1 : 0;
|
|
}
|
|
|
|
void netplay_free(netplay_t *handle)
|
|
{
|
|
close(handle->fd);
|
|
close(handle->udp_fd);
|
|
|
|
for (unsigned i = 0; i < handle->buffer_size; i++)
|
|
free(handle->buffer[i].state);
|
|
|
|
free(handle->buffer);
|
|
if (handle->addr)
|
|
freeaddrinfo(handle->addr);
|
|
free(handle);
|
|
}
|
|
|
|
const struct snes_callbacks* netplay_callbacks(netplay_t *handle)
|
|
{
|
|
return &handle->cbs;
|
|
}
|
|
|
|
bool netplay_should_skip(netplay_t *handle)
|
|
{
|
|
return handle->is_replay && handle->has_connection;
|
|
}
|
|
|
|
void netplay_pre_frame(netplay_t *handle)
|
|
{
|
|
psnes_serialize(handle->buffer[handle->self_ptr].state, handle->state_size);
|
|
handle->can_poll = true;
|
|
|
|
input_poll_net();
|
|
}
|
|
|
|
// Here we check if we have new input and replay from recorded input.
|
|
void netplay_post_frame(netplay_t *handle)
|
|
{
|
|
handle->frame_count++;
|
|
|
|
// Nothing to do...
|
|
if (handle->other_ptr == handle->read_ptr)
|
|
return;
|
|
|
|
// Skip ahead if we predicted correctly. Skip until our simulation failed.
|
|
while (handle->other_ptr != handle->read_ptr)
|
|
{
|
|
struct delta_frame *ptr = &handle->buffer[handle->other_ptr];
|
|
if ((ptr->simulated_input_state != ptr->real_input_state) && !ptr->used_real)
|
|
break;
|
|
handle->other_ptr = NEXT_PTR(handle->other_ptr);
|
|
}
|
|
|
|
if (handle->other_ptr != handle->read_ptr)
|
|
{
|
|
// Replay frames
|
|
handle->is_replay = true;
|
|
handle->tmp_ptr = handle->other_ptr;
|
|
psnes_unserialize(handle->buffer[handle->other_ptr].state, handle->state_size);
|
|
while (handle->tmp_ptr != handle->self_ptr)
|
|
{
|
|
psnes_serialize(handle->buffer[handle->tmp_ptr].state, handle->state_size);
|
|
lock_autosave();
|
|
psnes_run();
|
|
unlock_autosave();
|
|
handle->tmp_ptr = NEXT_PTR(handle->tmp_ptr);
|
|
}
|
|
handle->other_ptr = handle->read_ptr;
|
|
handle->is_replay = false;
|
|
}
|
|
|
|
}
|
|
|
|
|