mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-12 19:21:33 +00:00
703 lines
19 KiB
C
703 lines
19 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
|
|
* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
|
|
*
|
|
* Some code herein may be based on code found in BSNES.
|
|
*
|
|
* SSNES 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.
|
|
*
|
|
* SSNES 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 SSNES.
|
|
* If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "netplay.h"
|
|
#include "general.h"
|
|
#include "autosave.h"
|
|
#include "dynamic.h"
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <sys/time.h>
|
|
#include <assert.h>
|
|
|
|
#ifdef _WIN32
|
|
#define _WIN32_WINNT 0x0501
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#include <windows.h>
|
|
#include <winsock2.h>
|
|
#include <ws2tcpip.h>
|
|
// Woohoo, Winsock has headers from the STONE AGE! :D
|
|
#define close(x) closesocket(x)
|
|
#define CONST_CAST (const char*)
|
|
#define NONCONST_CAST (char*)
|
|
#else
|
|
#include <sys/select.h>
|
|
#include <sys/types.h>
|
|
#include <sys/socket.h>
|
|
#include <netinet/in.h>
|
|
#include <netinet/tcp.h>
|
|
#include <arpa/inet.h>
|
|
#include <netdb.h>
|
|
#include <signal.h>
|
|
#define CONST_CAST
|
|
#define NONCONST_CAST
|
|
#endif
|
|
|
|
|
|
#define PREV_PTR(x) ((x) == 0 ? handle->buffer_size - 1 : (x) - 1)
|
|
#define NEXT_PTR(x) ((x + 1) % handle->buffer_size)
|
|
|
|
struct delta_frame
|
|
{
|
|
uint8_t *state;
|
|
|
|
uint16_t real_input_state;
|
|
uint16_t simulated_input_state;
|
|
bool is_simulated;
|
|
uint16_t self_state;
|
|
bool used_real;
|
|
};
|
|
|
|
#define UDP_FRAME_PACKETS 8
|
|
|
|
struct netplay
|
|
{
|
|
struct snes_callbacks cbs;
|
|
int fd; // TCP connection for state sending, etc. Could perhaps be used for messaging later on. :)
|
|
int udp_fd; // UDP connection for game state updates.
|
|
unsigned port; // Which port is governed by netplay?
|
|
bool has_connection;
|
|
|
|
struct delta_frame *buffer;
|
|
size_t buffer_size;
|
|
|
|
size_t self_ptr; // Ptr where we are now.
|
|
size_t other_ptr; // Points to the last reliable state that self ever had.
|
|
size_t read_ptr; // Ptr to where we are reading. Generally, other_ptr <= read_ptr <= self_ptr.
|
|
size_t tmp_ptr; // A temporary pointer used on replay.
|
|
|
|
size_t state_size;
|
|
|
|
size_t is_replay; // Are we replaying old frames?
|
|
bool can_poll; // We don't want to poll several times on a frame.
|
|
|
|
uint32_t packet_buffer[UDP_FRAME_PACKETS * 2]; // To compat UDP packet loss we also send old data along with the packets.
|
|
uint32_t frame_count;
|
|
uint32_t read_frame_count;
|
|
struct addrinfo *addr;
|
|
struct sockaddr_storage their_addr;
|
|
bool has_client_addr;
|
|
};
|
|
|
|
void input_poll_net(void)
|
|
{
|
|
if (!netplay_should_skip(g_extern.netplay) && netplay_can_poll(g_extern.netplay))
|
|
{
|
|
netplay_callbacks(g_extern.netplay)->poll_cb();
|
|
netplay_poll(g_extern.netplay);
|
|
}
|
|
}
|
|
|
|
void video_frame_net(const uint16_t *data, unsigned width, unsigned height)
|
|
{
|
|
if (!netplay_should_skip(g_extern.netplay))
|
|
netplay_callbacks(g_extern.netplay)->frame_cb(data, width, height);
|
|
}
|
|
|
|
void audio_sample_net(uint16_t left, uint16_t right)
|
|
{
|
|
if (!netplay_should_skip(g_extern.netplay))
|
|
netplay_callbacks(g_extern.netplay)->sample_cb(left, right);
|
|
}
|
|
|
|
int16_t input_state_net(bool port, unsigned device, unsigned index, unsigned id)
|
|
{
|
|
if (netplay_is_alive(g_extern.netplay))
|
|
return netplay_input_state(g_extern.netplay, port, device, index, id);
|
|
else
|
|
return netplay_callbacks(g_extern.netplay)->state_cb(port, device, index, id);
|
|
}
|
|
|
|
static bool init_tcp_socket(netplay_t *handle, const char *server, uint16_t port)
|
|
{
|
|
struct addrinfo hints, *res = NULL;
|
|
memset(&hints, 0, sizeof(hints));
|
|
#ifdef _WIN32 // Lolol, no AF_UNSPEC, wtf.
|
|
hints.ai_family = AF_INET;
|
|
#else
|
|
hints.ai_family = AF_UNSPEC;
|
|
#endif
|
|
hints.ai_socktype = SOCK_STREAM;
|
|
if (!server)
|
|
hints.ai_flags = AI_PASSIVE;
|
|
|
|
char port_buf[16];
|
|
snprintf(port_buf, sizeof(port_buf), "%hu", (unsigned short)port);
|
|
if (getaddrinfo(server, port_buf, &hints, &res) < 0)
|
|
return false;
|
|
|
|
if (!res)
|
|
return false;
|
|
|
|
handle->fd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
|
|
if (handle->fd < 0)
|
|
{
|
|
SSNES_ERR("Failed to init socket...\n");
|
|
|
|
if (res)
|
|
freeaddrinfo(res);
|
|
return false;
|
|
}
|
|
|
|
if (server)
|
|
{
|
|
if (connect(handle->fd, res->ai_addr, res->ai_addrlen) < 0)
|
|
{
|
|
SSNES_ERR("Failed to connect to server.\n");
|
|
close(handle->fd);
|
|
freeaddrinfo(res);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int yes = 1;
|
|
setsockopt(handle->fd, SOL_SOCKET, SO_REUSEADDR, CONST_CAST &yes, sizeof(int));
|
|
|
|
if (bind(handle->fd, res->ai_addr, res->ai_addrlen) < 0 || listen(handle->fd, 1) < 0)
|
|
{
|
|
SSNES_ERR("Failed to bind socket.\n");
|
|
close(handle->fd);
|
|
freeaddrinfo(res);
|
|
return false;
|
|
}
|
|
int new_fd = accept(handle->fd, NULL, NULL);
|
|
if (new_fd < 0)
|
|
{
|
|
SSNES_ERR("Failed to accept socket.\n");
|
|
close(handle->fd);
|
|
freeaddrinfo(res);
|
|
return false;
|
|
}
|
|
close(handle->fd);
|
|
handle->fd = new_fd;
|
|
}
|
|
|
|
freeaddrinfo(res);
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool init_udp_socket(netplay_t *handle, const char *server, uint16_t port)
|
|
{
|
|
struct addrinfo hints;
|
|
memset(&hints, 0, sizeof(hints));
|
|
#ifdef _WIN32 // Lolol, no AF_UNSPEC, wtf.
|
|
hints.ai_family = AF_INET;
|
|
#else
|
|
hints.ai_family = AF_UNSPEC;
|
|
#endif
|
|
hints.ai_socktype = SOCK_DGRAM;
|
|
if (!server)
|
|
hints.ai_flags = AI_PASSIVE;
|
|
|
|
char port_buf[16];
|
|
snprintf(port_buf, sizeof(port_buf), "%hu", (unsigned short)port);
|
|
if (getaddrinfo(server, port_buf, &hints, &handle->addr) < 0)
|
|
return false;
|
|
|
|
if (!handle->addr)
|
|
return false;
|
|
|
|
handle->udp_fd = socket(handle->addr->ai_family, handle->addr->ai_socktype, handle->addr->ai_protocol);
|
|
if (handle->udp_fd < 0)
|
|
{
|
|
SSNES_ERR("Failed to init socket...\n");
|
|
return false;
|
|
}
|
|
|
|
if (!server)
|
|
{
|
|
// Note sure if we have to do this for UDP, but hey :)
|
|
int yes = 1;
|
|
setsockopt(handle->udp_fd, SOL_SOCKET, SO_REUSEADDR, CONST_CAST &yes, sizeof(int));
|
|
|
|
if (bind(handle->udp_fd, handle->addr->ai_addr, handle->addr->ai_addrlen) < 0)
|
|
{
|
|
SSNES_ERR("Failed to bind socket.\n");
|
|
close(handle->udp_fd);
|
|
}
|
|
|
|
freeaddrinfo(handle->addr);
|
|
handle->addr = NULL;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool init_socket(netplay_t *handle, const char *server, uint16_t port)
|
|
{
|
|
#ifdef _WIN32
|
|
WSADATA wsaData;
|
|
if (WSAStartup(MAKEWORD(2,2), &wsaData) != 0)
|
|
{
|
|
WSACleanup();
|
|
return false;
|
|
}
|
|
#else
|
|
signal(SIGPIPE, SIG_IGN); // Do not like SIGPIPE killing our app :(
|
|
#endif
|
|
|
|
if (!init_tcp_socket(handle, server, port))
|
|
return false;
|
|
if (!init_udp_socket(handle, server, port))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool netplay_can_poll(netplay_t *handle)
|
|
{
|
|
return handle->can_poll;
|
|
}
|
|
|
|
static bool send_info(netplay_t *handle)
|
|
{
|
|
uint32_t header[3] = { htonl(g_extern.cart_crc), htonl(psnes_serialize_size()), htonl(psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM)) };
|
|
if (send(handle->fd, CONST_CAST header, sizeof(header), 0) != sizeof(header))
|
|
return false;
|
|
|
|
// Get SRAM data from Player 1 :)
|
|
uint8_t *sram = psnes_get_memory_data(SNES_MEMORY_CARTRIDGE_RAM);
|
|
unsigned sram_size = psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM);
|
|
while (sram_size > 0)
|
|
{
|
|
ssize_t ret = recv(handle->fd, NONCONST_CAST sram, sram_size, 0);
|
|
if (ret <= 0)
|
|
{
|
|
SSNES_ERR("Failed to receive SRAM data from host.\n");
|
|
return false;
|
|
}
|
|
sram += ret;
|
|
sram_size -= ret;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool get_info(netplay_t *handle)
|
|
{
|
|
uint32_t header[3];
|
|
if (recv(handle->fd, NONCONST_CAST header, sizeof(header), 0) != sizeof(header))
|
|
{
|
|
SSNES_ERR("Failed to receive header from client.\n");
|
|
return false;
|
|
}
|
|
if (g_extern.cart_crc != ntohl(header[0]))
|
|
{
|
|
SSNES_ERR("Cart CRC32s differ! Cannot use different games!\n");
|
|
return false;
|
|
}
|
|
if (psnes_serialize_size() != ntohl(header[1]))
|
|
{
|
|
SSNES_ERR("Serialization sizes differ, make sure you're using exact same libsnes implementations!\n");
|
|
return false;
|
|
}
|
|
if (psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM) != ntohl(header[2]))
|
|
{
|
|
SSNES_ERR("Cartridge SRAM sizes do not correspond!\n");
|
|
return false;
|
|
}
|
|
|
|
// Send SRAM data to our Player 2 :)
|
|
const uint8_t *sram = psnes_get_memory_data(SNES_MEMORY_CARTRIDGE_RAM);
|
|
unsigned sram_size = psnes_get_memory_size(SNES_MEMORY_CARTRIDGE_RAM);
|
|
while (sram_size > 0)
|
|
{
|
|
ssize_t ret = send(handle->fd, CONST_CAST sram, sram_size, 0);
|
|
if (ret <= 0)
|
|
{
|
|
SSNES_ERR("Failed to send SRAM data to client.\n");
|
|
return false;
|
|
}
|
|
sram += ret;
|
|
sram_size -= ret;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void init_buffers(netplay_t *handle)
|
|
{
|
|
handle->buffer = calloc(handle->buffer_size, sizeof(*handle->buffer));
|
|
handle->state_size = psnes_serialize_size();
|
|
for (unsigned i = 0; i < handle->buffer_size; i++)
|
|
{
|
|
handle->buffer[i].state = malloc(handle->state_size);
|
|
handle->buffer[i].is_simulated = true;
|
|
}
|
|
}
|
|
|
|
netplay_t *netplay_new(const char *server, uint16_t port, unsigned frames, const struct snes_callbacks *cb)
|
|
{
|
|
netplay_t *handle = calloc(1, sizeof(*handle));
|
|
if (!handle)
|
|
return NULL;
|
|
|
|
handle->cbs = *cb;
|
|
handle->port = server ? 0 : 1;
|
|
|
|
if (!init_socket(handle, server, port))
|
|
{
|
|
free(handle);
|
|
return NULL;
|
|
}
|
|
|
|
if (server)
|
|
{
|
|
if (!send_info(handle))
|
|
{
|
|
close(handle->fd);
|
|
free(handle);
|
|
return NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!get_info(handle))
|
|
{
|
|
close(handle->fd);
|
|
free(handle);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
handle->buffer_size = frames + 1;
|
|
|
|
init_buffers(handle);
|
|
handle->has_connection = true;
|
|
|
|
return handle;
|
|
}
|
|
|
|
|
|
bool netplay_is_alive(netplay_t *handle)
|
|
{
|
|
return handle->has_connection;
|
|
}
|
|
|
|
static bool send_chunk(netplay_t *handle)
|
|
{
|
|
const struct sockaddr *addr = NULL;
|
|
if (handle->addr)
|
|
addr = handle->addr->ai_addr;
|
|
else if (handle->has_client_addr)
|
|
addr = (const struct sockaddr*)&handle->their_addr;
|
|
|
|
if (addr)
|
|
{
|
|
if (sendto(handle->udp_fd, CONST_CAST handle->packet_buffer, sizeof(handle->packet_buffer), 0, addr, sizeof(struct sockaddr)) != sizeof(handle->packet_buffer))
|
|
{
|
|
SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
|
|
handle->has_connection = false;
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#define MAX_RETRIES 64
|
|
#define RETRY_MS 500
|
|
|
|
static int poll_input(netplay_t *handle, bool block)
|
|
{
|
|
fd_set fds;
|
|
FD_ZERO(&fds);
|
|
FD_SET(handle->udp_fd, &fds);
|
|
FD_SET(handle->fd, &fds);
|
|
int max_fd = (handle->fd > handle->udp_fd ? handle->fd : handle->udp_fd) + 1;
|
|
|
|
struct timeval tv = {
|
|
.tv_sec = 0,
|
|
.tv_usec = block ? (RETRY_MS * 1000) : 0
|
|
};
|
|
|
|
int i = 0;
|
|
do
|
|
{
|
|
if (select(max_fd, &fds, NULL, NULL, &tv) < 0)
|
|
return -1;
|
|
|
|
// Somewhat hacky, but we aren't using the TCP connection for anything useful atm.
|
|
// Will probably add some proper messaging system here later.
|
|
if (FD_ISSET(handle->fd, &fds))
|
|
return -1;
|
|
|
|
if (FD_ISSET(handle->udp_fd, &fds))
|
|
return 1;
|
|
|
|
if (block && !send_chunk(handle))
|
|
{
|
|
SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
|
|
handle->has_connection = false;
|
|
return -1;
|
|
}
|
|
|
|
if (block)
|
|
SSNES_LOG("Network lag of %d ms, resending packet... Attempt %d of %d ...\n", RETRY_MS, i, MAX_RETRIES);
|
|
|
|
// Seems to be necessary on Win32.
|
|
FD_ZERO(&fds);
|
|
FD_SET(handle->udp_fd, &fds);
|
|
FD_SET(handle->fd, &fds);
|
|
|
|
} while ((i++ < MAX_RETRIES) && block);
|
|
|
|
if (block)
|
|
return -1;
|
|
return 0;
|
|
}
|
|
|
|
// Grab our own input state and send this over the network.
|
|
static bool get_self_input_state(netplay_t *handle)
|
|
{
|
|
struct delta_frame *ptr = &handle->buffer[handle->self_ptr];
|
|
|
|
uint32_t state = 0;
|
|
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.
|
|
{
|
|
snes_input_state_t cb = handle->cbs.state_cb;
|
|
for (int i = 0; i <= 11; i++)
|
|
{
|
|
int16_t tmp = cb(g_settings.input.netplay_client_swap_input ? 0 : !handle->port, SNES_DEVICE_JOYPAD, 0, i);
|
|
state |= tmp ? 1 << i : 0;
|
|
}
|
|
}
|
|
|
|
memmove(handle->packet_buffer, handle->packet_buffer + 2, sizeof (handle->packet_buffer) - 2 * sizeof(uint32_t));
|
|
handle->packet_buffer[(UDP_FRAME_PACKETS - 1) * 2] = htonl(handle->frame_count);
|
|
handle->packet_buffer[(UDP_FRAME_PACKETS - 1) * 2 + 1] = htonl(state);
|
|
|
|
if (!send_chunk(handle))
|
|
{
|
|
SSNES_WARN("Netplay connection hung up. Will continue without netplay.\n");
|
|
handle->has_connection = false;
|
|
return false;
|
|
}
|
|
|
|
ptr->self_state = state;
|
|
handle->self_ptr = NEXT_PTR(handle->self_ptr);
|
|
return true;
|
|
}
|
|
|
|
// TODO: Somewhat better prediction. :P
|
|
static void simulate_input(netplay_t *handle)
|
|
{
|
|
size_t ptr = PREV_PTR(handle->self_ptr);
|
|
size_t prev = PREV_PTR(handle->read_ptr);
|
|
|
|
handle->buffer[ptr].simulated_input_state = handle->buffer[prev].real_input_state;
|
|
handle->buffer[ptr].is_simulated = true;
|
|
handle->buffer[ptr].used_real = false;
|
|
}
|
|
|
|
static void parse_packet(netplay_t *handle, uint32_t *buffer, unsigned size)
|
|
{
|
|
for (unsigned i = 0; i < size * 2; i++)
|
|
buffer[i] = ntohl(buffer[i]);
|
|
|
|
for (unsigned i = 0; i < size && handle->read_frame_count <= handle->frame_count; i++)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
}
|
|
|
|
|