forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			1323 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1323 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2010 Dolphin Emulator Project
 | |
| // Licensed under GPLv2+
 | |
| // Refer to the license.txt file included.
 | |
| 
 | |
| #include "Core/NetPlayClient.h"
 | |
| #include <algorithm>
 | |
| #include <fstream>
 | |
| #include <mbedtls/md5.h>
 | |
| #include <memory>
 | |
| #include <thread>
 | |
| #include "Common/Common.h"
 | |
| #include "Common/CommonPaths.h"
 | |
| #include "Common/CommonTypes.h"
 | |
| #include "Common/ENetUtil.h"
 | |
| #include "Common/MD5.h"
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| #include "Common/MsgHandler.h"
 | |
| #include "Common/Timer.h"
 | |
| #include "Core/ConfigManager.h"
 | |
| #include "Core/HW/EXI/EXI_DeviceIPL.h"
 | |
| #include "Core/HW/SI/SI.h"
 | |
| #include "Core/HW/SI/SI_DeviceGCController.h"
 | |
| #include "Core/HW/Sram.h"
 | |
| #include "Core/HW/WiimoteEmu/WiimoteEmu.h"
 | |
| #include "Core/HW/WiimoteReal/WiimoteReal.h"
 | |
| #include "Core/IOS/USB/Bluetooth/BTEmu.h"
 | |
| #include "Core/Movie.h"
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| #include "InputCommon/GCAdapter.h"
 | |
| #include "VideoCommon/OnScreenDisplay.h"
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| #include "VideoCommon/VideoConfig.h"
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| 
 | |
| static std::mutex crit_netplay_client;
 | |
| static NetPlayClient* netplay_client = nullptr;
 | |
| NetSettings g_NetPlaySettings;
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| 
 | |
| // called from ---GUI--- thread
 | |
| NetPlayClient::~NetPlayClient()
 | |
| {
 | |
|   // not perfect
 | |
|   if (m_is_running.IsSet())
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|     StopGame();
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| 
 | |
|   if (m_is_connected)
 | |
|   {
 | |
|     m_do_loop.Clear();
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|     m_thread.join();
 | |
|   }
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| 
 | |
|   if (m_server)
 | |
|   {
 | |
|     Disconnect();
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|   }
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| 
 | |
|   if (g_MainNetHost.get() == m_client)
 | |
|   {
 | |
|     g_MainNetHost.release();
 | |
|   }
 | |
|   if (m_client)
 | |
|   {
 | |
|     enet_host_destroy(m_client);
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|     m_client = nullptr;
 | |
|   }
 | |
| 
 | |
|   if (m_traversal_client)
 | |
|   {
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|     ReleaseTraversalClient();
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|   }
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
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| NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
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|                              const std::string& name, bool traversal,
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|                              const std::string& centralServer, u16 centralPort)
 | |
|     : m_dialog(dialog), m_player_name(name)
 | |
| {
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|   ClearBuffers();
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| 
 | |
|   if (!traversal)
 | |
|   {
 | |
|     // Direct Connection
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|     m_client = enet_host_create(nullptr, 1, 3, 0, 0);
 | |
| 
 | |
|     if (m_client == nullptr)
 | |
|     {
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|       PanicAlertT("Couldn't Create Client");
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|     }
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| 
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|     ENetAddress addr;
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|     enet_address_set_host(&addr, address.c_str());
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|     addr.port = port;
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| 
 | |
|     m_server = enet_host_connect(m_client, &addr, 3, 0);
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| 
 | |
|     if (m_server == nullptr)
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|     {
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|       PanicAlertT("Couldn't create peer.");
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|     }
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| 
 | |
|     ENetEvent netEvent;
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|     int net = enet_host_service(m_client, &netEvent, 5000);
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|     if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
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|     {
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|       if (Connect())
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|       {
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|         m_client->intercept = ENetUtil::InterceptCallback;
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|         m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
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|       }
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|     }
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|     else
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|     {
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|       PanicAlertT("Failed to Connect!");
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|     }
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     if (address.size() > NETPLAY_CODE_SIZE)
 | |
|     {
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|       PanicAlertT("Host code size is to large.\nPlease recheck that you have the correct code");
 | |
|       return;
 | |
|     }
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| 
 | |
|     if (!EnsureTraversalClient(centralServer, centralPort))
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|       return;
 | |
|     m_client = g_MainNetHost.get();
 | |
| 
 | |
|     m_traversal_client = g_TraversalClient.get();
 | |
| 
 | |
|     // If we were disconnected in the background, reconnect.
 | |
|     if (m_traversal_client->m_State == TraversalClient::Failure)
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|       m_traversal_client->ReconnectToServer();
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|     m_traversal_client->m_Client = this;
 | |
|     m_host_spec = address;
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|     m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
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|     OnTraversalStateChanged();
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|     m_connecting = true;
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| 
 | |
|     Common::Timer connect_timer;
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|     connect_timer.Start();
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| 
 | |
|     while (m_connecting)
 | |
|     {
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|       ENetEvent netEvent;
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|       if (m_traversal_client)
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|         m_traversal_client->HandleResends();
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| 
 | |
|       while (enet_host_service(m_client, &netEvent, 4) > 0)
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|       {
 | |
|         sf::Packet rpac;
 | |
|         switch (netEvent.type)
 | |
|         {
 | |
|         case ENET_EVENT_TYPE_CONNECT:
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|           m_server = netEvent.peer;
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|           if (Connect())
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|           {
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|             m_connection_state = ConnectionState::Connected;
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|             m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
 | |
|           }
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|           return;
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|         default:
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|           break;
 | |
|         }
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|       }
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|       if (connect_timer.GetTimeElapsed() > 5000)
 | |
|         break;
 | |
|     }
 | |
|     PanicAlertT("Failed To Connect!");
 | |
|   }
 | |
| }
 | |
| 
 | |
| bool NetPlayClient::Connect()
 | |
| {
 | |
|   // send connect message
 | |
|   sf::Packet spac;
 | |
|   spac << scm_rev_git_str;
 | |
|   spac << netplay_dolphin_ver;
 | |
|   spac << m_player_name;
 | |
|   Send(spac);
 | |
|   enet_host_flush(m_client);
 | |
|   sf::Packet rpac;
 | |
|   // TODO: make this not hang
 | |
|   ENetEvent netEvent;
 | |
|   if (enet_host_service(m_client, &netEvent, 5000) > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
 | |
|   {
 | |
|     rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
 | |
|     enet_packet_destroy(netEvent.packet);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   MessageId error;
 | |
|   rpac >> error;
 | |
| 
 | |
|   // got error message
 | |
|   if (error)
 | |
|   {
 | |
|     switch (error)
 | |
|     {
 | |
|     case CON_ERR_SERVER_FULL:
 | |
|       PanicAlertT("The server is full!");
 | |
|       break;
 | |
|     case CON_ERR_VERSION_MISMATCH:
 | |
|       PanicAlertT("The server and client's NetPlay versions are incompatible!");
 | |
|       break;
 | |
|     case CON_ERR_GAME_RUNNING:
 | |
|       PanicAlertT("The server responded: the game is currently running!");
 | |
|       break;
 | |
|     default:
 | |
|       PanicAlertT("The server sent an unknown error message!");
 | |
|       break;
 | |
|     }
 | |
| 
 | |
|     Disconnect();
 | |
|     return false;
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     rpac >> m_pid;
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| 
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|     Player player;
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|     player.name = m_player_name;
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|     player.pid = m_pid;
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|     player.revision = netplay_dolphin_ver;
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| 
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|     // add self to player list
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|     m_players[m_pid] = player;
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|     m_local_player = &m_players[m_pid];
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| 
 | |
|     m_dialog->Update();
 | |
| 
 | |
|     m_is_connected = true;
 | |
| 
 | |
|     return true;
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
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| unsigned int NetPlayClient::OnData(sf::Packet& packet)
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| {
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|   MessageId mid;
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|   packet >> mid;
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| 
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|   switch (mid)
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|   {
 | |
|   case NP_MSG_PLAYER_JOIN:
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|   {
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|     Player player;
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|     packet >> player.pid;
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|     packet >> player.name;
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|     packet >> player.revision;
 | |
| 
 | |
|     {
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|       std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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|       m_players[player.pid] = player;
 | |
|     }
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| 
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|     m_dialog->Update();
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|   }
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|   break;
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| 
 | |
|   case NP_MSG_PLAYER_LEAVE:
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|   {
 | |
|     PlayerId pid;
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|     packet >> pid;
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| 
 | |
|     {
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|       std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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|       m_players.erase(m_players.find(pid));
 | |
|     }
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| 
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|     m_dialog->Update();
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|   }
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|   break;
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| 
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|   case NP_MSG_CHAT_MESSAGE:
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|   {
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|     PlayerId pid;
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|     packet >> pid;
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|     std::string msg;
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|     packet >> msg;
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| 
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|     // don't need lock to read in this thread
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|     const Player& player = m_players[pid];
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| 
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|     // add to gui
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|     std::ostringstream ss;
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|     ss << player.name << '[' << (char)(pid + '0') << "]: " << msg;
 | |
| 
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|     m_dialog->AppendChat(ss.str());
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|   }
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|   break;
 | |
| 
 | |
|   case NP_MSG_PAD_MAPPING:
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|   {
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|     for (PadMapping& mapping : m_pad_map)
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|     {
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|       packet >> mapping;
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|     }
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| 
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|     UpdateDevices();
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| 
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|     m_dialog->Update();
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|   }
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|   break;
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| 
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|   case NP_MSG_WIIMOTE_MAPPING:
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|   {
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|     for (PadMapping& mapping : m_wiimote_map)
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|     {
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|       packet >> mapping;
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|     }
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| 
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|     m_dialog->Update();
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|   }
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|   break;
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| 
 | |
|   case NP_MSG_PAD_DATA:
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|   {
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|     PadMapping map = 0;
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|     GCPadStatus pad;
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|     packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
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|         pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
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| 
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|     // Trusting server for good map value (>=0 && <4)
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|     // add to pad buffer
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|     m_pad_buffer.at(map).Push(pad);
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|     m_gc_pad_event.Set();
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|   }
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|   break;
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| 
 | |
|   case NP_MSG_WIIMOTE_DATA:
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|   {
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|     PadMapping map = 0;
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|     NetWiimote nw;
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|     u8 size;
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|     packet >> map >> size;
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| 
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|     nw.resize(size);
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| 
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|     for (unsigned int i = 0; i < size; ++i)
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|       packet >> nw[i];
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| 
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|     // Trusting server for good map value (>=0 && <4)
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|     // add to Wiimote buffer
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|     m_wiimote_buffer.at(map).Push(nw);
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|     m_wii_pad_event.Set();
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|   }
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|   break;
 | |
| 
 | |
|   case NP_MSG_PAD_BUFFER:
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|   {
 | |
|     u32 size = 0;
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|     packet >> size;
 | |
| 
 | |
|     m_target_buffer_size = size;
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|     m_dialog->OnPadBufferChanged(size);
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|   }
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|   break;
 | |
| 
 | |
|   case NP_MSG_CHANGE_GAME:
 | |
|   {
 | |
|     {
 | |
|       std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
 | |
|       packet >> m_selected_game;
 | |
|     }
 | |
| 
 | |
|     // update gui
 | |
|     m_dialog->OnMsgChangeGame(m_selected_game);
 | |
| 
 | |
|     sf::Packet spac;
 | |
|     spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
 | |
| 
 | |
|     PlayerGameStatus status = m_dialog->FindGame(m_selected_game).empty() ?
 | |
|                                   PlayerGameStatus::NotFound :
 | |
|                                   PlayerGameStatus::Ok;
 | |
| 
 | |
|     spac << static_cast<u32>(status);
 | |
|     Send(spac);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_GAME_STATUS:
 | |
|   {
 | |
|     PlayerId pid;
 | |
|     packet >> pid;
 | |
| 
 | |
|     {
 | |
|       std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
|       Player& player = m_players[pid];
 | |
|       u32 status;
 | |
|       packet >> status;
 | |
|       player.game_status = static_cast<PlayerGameStatus>(status);
 | |
|     }
 | |
| 
 | |
|     m_dialog->Update();
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_START_GAME:
 | |
|   {
 | |
|     {
 | |
|       std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
 | |
|       packet >> m_current_game;
 | |
|       packet >> g_NetPlaySettings.m_CPUthread;
 | |
|       packet >> g_NetPlaySettings.m_CPUcore;
 | |
|       packet >> g_NetPlaySettings.m_EnableCheats;
 | |
|       packet >> g_NetPlaySettings.m_SelectedLanguage;
 | |
|       packet >> g_NetPlaySettings.m_OverrideGCLanguage;
 | |
|       packet >> g_NetPlaySettings.m_ProgressiveScan;
 | |
|       packet >> g_NetPlaySettings.m_PAL60;
 | |
|       packet >> g_NetPlaySettings.m_DSPEnableJIT;
 | |
|       packet >> g_NetPlaySettings.m_DSPHLE;
 | |
|       packet >> g_NetPlaySettings.m_WriteToMemcard;
 | |
|       packet >> g_NetPlaySettings.m_OCEnable;
 | |
|       packet >> g_NetPlaySettings.m_OCFactor;
 | |
| 
 | |
|       int tmp;
 | |
|       packet >> tmp;
 | |
|       g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices)tmp;
 | |
|       packet >> tmp;
 | |
|       g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices)tmp;
 | |
| 
 | |
|       u32 time_low, time_high;
 | |
|       packet >> time_low;
 | |
|       packet >> time_high;
 | |
|       g_netplay_initial_rtc = time_low | ((u64)time_high << 32);
 | |
|     }
 | |
| 
 | |
|     m_dialog->OnMsgStartGame();
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_STOP_GAME:
 | |
|   case NP_MSG_DISABLE_GAME:
 | |
|   {
 | |
|     StopGame();
 | |
|     m_dialog->OnMsgStopGame();
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_PING:
 | |
|   {
 | |
|     u32 ping_key = 0;
 | |
|     packet >> ping_key;
 | |
| 
 | |
|     sf::Packet spac;
 | |
|     spac << (MessageId)NP_MSG_PONG;
 | |
|     spac << ping_key;
 | |
| 
 | |
|     Send(spac);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_PLAYER_PING_DATA:
 | |
|   {
 | |
|     PlayerId pid;
 | |
|     packet >> pid;
 | |
| 
 | |
|     {
 | |
|       std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
|       Player& player = m_players[pid];
 | |
|       packet >> player.ping;
 | |
|     }
 | |
| 
 | |
|     DisplayPlayersPing();
 | |
|     m_dialog->Update();
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_DESYNC_DETECTED:
 | |
|   {
 | |
|     int pid_to_blame;
 | |
|     u32 frame;
 | |
|     packet >> pid_to_blame;
 | |
|     packet >> frame;
 | |
| 
 | |
|     std::string player = "??";
 | |
|     std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
|     {
 | |
|       auto it = m_players.find(pid_to_blame);
 | |
|       if (it != m_players.end())
 | |
|         player = it->second.name;
 | |
|     }
 | |
|     m_dialog->OnDesync(frame, player);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_SYNC_GC_SRAM:
 | |
|   {
 | |
|     u8 sram[sizeof(g_SRAM.p_SRAM)];
 | |
|     for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
 | |
|     {
 | |
|       packet >> sram[i];
 | |
|     }
 | |
| 
 | |
|     {
 | |
|       std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
 | |
|       memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM));
 | |
|       g_SRAM_netplay_initialized = true;
 | |
|     }
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_COMPUTE_MD5:
 | |
|   {
 | |
|     std::string file_identifier;
 | |
|     packet >> file_identifier;
 | |
| 
 | |
|     ComputeMD5(file_identifier);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_MD5_PROGRESS:
 | |
|   {
 | |
|     PlayerId pid;
 | |
|     int progress;
 | |
|     packet >> pid;
 | |
|     packet >> progress;
 | |
| 
 | |
|     m_dialog->SetMD5Progress(pid, progress);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_MD5_RESULT:
 | |
|   {
 | |
|     PlayerId pid;
 | |
|     std::string result;
 | |
|     packet >> pid;
 | |
|     packet >> result;
 | |
| 
 | |
|     m_dialog->SetMD5Result(pid, result);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_MD5_ERROR:
 | |
|   {
 | |
|     PlayerId pid;
 | |
|     std::string error;
 | |
|     packet >> pid;
 | |
|     packet >> error;
 | |
| 
 | |
|     m_dialog->SetMD5Result(pid, error);
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   case NP_MSG_MD5_ABORT:
 | |
|   {
 | |
|     m_should_compute_MD5 = false;
 | |
|     m_dialog->AbortMD5();
 | |
|   }
 | |
|   break;
 | |
| 
 | |
|   default:
 | |
|     PanicAlertT("Unknown message received with id : %d", mid);
 | |
|     break;
 | |
|   }
 | |
| 
 | |
|   return 0;
 | |
| }
 | |
| 
 | |
| void NetPlayClient::Send(sf::Packet& packet)
 | |
| {
 | |
|   ENetPacket* epac =
 | |
|       enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
 | |
|   enet_peer_send(m_server, 0, epac);
 | |
| }
 | |
| 
 | |
| void NetPlayClient::DisplayPlayersPing()
 | |
| {
 | |
|   if (!g_ActiveConfig.bShowNetPlayPing)
 | |
|     return;
 | |
| 
 | |
|   OSD::AddTypedMessage(OSD::MessageType::NetPlayPing,
 | |
|                        StringFromFormat("Ping: %u", GetPlayersMaxPing()), OSD::Duration::SHORT,
 | |
|                        OSD::Color::CYAN);
 | |
| }
 | |
| 
 | |
| u32 NetPlayClient::GetPlayersMaxPing() const
 | |
| {
 | |
|   return std::max_element(
 | |
|              m_players.begin(), m_players.end(),
 | |
|              [](const auto& a, const auto& b) { return a.second.ping < b.second.ping; })
 | |
|       ->second.ping;
 | |
| }
 | |
| 
 | |
| void NetPlayClient::Disconnect()
 | |
| {
 | |
|   ENetEvent netEvent;
 | |
|   m_connecting = false;
 | |
|   m_connection_state = ConnectionState::Failure;
 | |
|   if (m_server)
 | |
|     enet_peer_disconnect(m_server, 0);
 | |
|   else
 | |
|     return;
 | |
| 
 | |
|   while (enet_host_service(m_client, &netEvent, 3000) > 0)
 | |
|   {
 | |
|     switch (netEvent.type)
 | |
|     {
 | |
|     case ENET_EVENT_TYPE_RECEIVE:
 | |
|       enet_packet_destroy(netEvent.packet);
 | |
|       break;
 | |
|     case ENET_EVENT_TYPE_DISCONNECT:
 | |
|       m_server = nullptr;
 | |
|       return;
 | |
|     default:
 | |
|       break;
 | |
|     }
 | |
|   }
 | |
|   // didn't disconnect gracefully force disconnect
 | |
|   enet_peer_reset(m_server);
 | |
|   m_server = nullptr;
 | |
| }
 | |
| 
 | |
| void NetPlayClient::SendAsync(std::unique_ptr<sf::Packet> packet)
 | |
| {
 | |
|   {
 | |
|     std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
 | |
|     m_async_queue.Push(std::move(packet));
 | |
|   }
 | |
|   ENetUtil::WakeupThread(m_client);
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::ThreadFunc()
 | |
| {
 | |
|   while (m_do_loop.IsSet())
 | |
|   {
 | |
|     ENetEvent netEvent;
 | |
|     int net;
 | |
|     if (m_traversal_client)
 | |
|       m_traversal_client->HandleResends();
 | |
|     net = enet_host_service(m_client, &netEvent, 250);
 | |
|     while (!m_async_queue.Empty())
 | |
|     {
 | |
|       Send(*(m_async_queue.Front().get()));
 | |
|       m_async_queue.Pop();
 | |
|     }
 | |
|     if (net > 0)
 | |
|     {
 | |
|       sf::Packet rpac;
 | |
|       switch (netEvent.type)
 | |
|       {
 | |
|       case ENET_EVENT_TYPE_RECEIVE:
 | |
|         rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
 | |
|         OnData(rpac);
 | |
| 
 | |
|         enet_packet_destroy(netEvent.packet);
 | |
|         break;
 | |
|       case ENET_EVENT_TYPE_DISCONNECT:
 | |
|         m_dialog->OnConnectionLost();
 | |
| 
 | |
|         if (m_is_running.IsSet())
 | |
|           StopGame();
 | |
| 
 | |
|         break;
 | |
|       default:
 | |
|         break;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   Disconnect();
 | |
|   return;
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
 | |
| {
 | |
|   std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
| 
 | |
|   std::ostringstream ss;
 | |
| 
 | |
|   const auto enumerate_player_controller_mappings = [&ss](const PadMappingArray& mappings,
 | |
|                                                           const Player& player) {
 | |
|     for (size_t i = 0; i < mappings.size(); i++)
 | |
|     {
 | |
|       if (mappings[i] == player.pid)
 | |
|         ss << i + 1;
 | |
|       else
 | |
|         ss << '-';
 | |
|     }
 | |
|   };
 | |
| 
 | |
|   for (const auto& entry : m_players)
 | |
|   {
 | |
|     const Player& player = entry.second;
 | |
|     ss << player.name << "[" << static_cast<int>(player.pid) << "] : " << player.revision << " | ";
 | |
| 
 | |
|     enumerate_player_controller_mappings(m_pad_map, player);
 | |
|     enumerate_player_controller_mappings(m_wiimote_map, player);
 | |
| 
 | |
|     ss << " |\nPing: " << player.ping << "ms\n";
 | |
|     ss << "Status: ";
 | |
| 
 | |
|     switch (player.game_status)
 | |
|     {
 | |
|     case PlayerGameStatus::Ok:
 | |
|       ss << "ready";
 | |
|       break;
 | |
| 
 | |
|     case PlayerGameStatus::NotFound:
 | |
|       ss << "game missing";
 | |
|       break;
 | |
| 
 | |
|     default:
 | |
|       ss << "unknown";
 | |
|       break;
 | |
|     }
 | |
| 
 | |
|     ss << "\n\n";
 | |
| 
 | |
|     pid_list.push_back(player.pid);
 | |
|   }
 | |
| 
 | |
|   list = ss.str();
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| std::vector<const Player*> NetPlayClient::GetPlayers()
 | |
| {
 | |
|   std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
|   std::vector<const Player*> players;
 | |
| 
 | |
|   for (const auto& pair : m_players)
 | |
|     players.push_back(&pair.second);
 | |
| 
 | |
|   return players;
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| void NetPlayClient::SendChatMessage(const std::string& msg)
 | |
| {
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_CHAT_MESSAGE);
 | |
|   *spac << msg;
 | |
| 
 | |
|   SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
 | |
| {
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
 | |
|   *spac << static_cast<PadMapping>(in_game_pad);
 | |
|   *spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
 | |
|         << pad.substickY << pad.triggerLeft << pad.triggerRight;
 | |
| 
 | |
|   SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| void NetPlayClient::SendWiimoteState(const int in_game_pad, const NetWiimote& nw)
 | |
| {
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_WIIMOTE_DATA);
 | |
|   *spac << static_cast<PadMapping>(in_game_pad);
 | |
|   *spac << static_cast<u8>(nw.size());
 | |
|   for (auto it : nw)
 | |
|   {
 | |
|     *spac << it;
 | |
|   }
 | |
| 
 | |
|   SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| void NetPlayClient::SendStartGamePacket()
 | |
| {
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_START_GAME);
 | |
|   *spac << m_current_game;
 | |
| 
 | |
|   SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| void NetPlayClient::SendStopGamePacket()
 | |
| {
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_STOP_GAME);
 | |
| 
 | |
|   SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| bool NetPlayClient::StartGame(const std::string& path)
 | |
| {
 | |
|   std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
 | |
|   SendStartGamePacket();
 | |
| 
 | |
|   if (m_is_running.IsSet())
 | |
|   {
 | |
|     PanicAlertT("Game is already running!");
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   m_timebase_frame = 0;
 | |
| 
 | |
|   m_is_running.Set();
 | |
|   NetPlay_Enable(this);
 | |
| 
 | |
|   ClearBuffers();
 | |
| 
 | |
|   if (m_dialog->IsRecording())
 | |
|   {
 | |
|     if (Movie::IsReadOnly())
 | |
|       Movie::SetReadOnly(false);
 | |
| 
 | |
|     u8 controllers_mask = 0;
 | |
|     for (unsigned int i = 0; i < 4; ++i)
 | |
|     {
 | |
|       if (m_pad_map[i] > 0)
 | |
|         controllers_mask |= (1 << i);
 | |
|       if (m_wiimote_map[i] > 0)
 | |
|         controllers_mask |= (1 << (i + 4));
 | |
|     }
 | |
|     Movie::BeginRecordingInput(controllers_mask);
 | |
|   }
 | |
| 
 | |
|   // boot game
 | |
| 
 | |
|   m_dialog->BootGame(path);
 | |
| 
 | |
|   if (SConfig::GetInstance().bWii)
 | |
|   {
 | |
|     for (unsigned int i = 0; i < 4; ++i)
 | |
|       WiimoteReal::ChangeWiimoteSource(i,
 | |
|                                        m_wiimote_map[i] > 0 ? WIIMOTE_SRC_EMU : WIIMOTE_SRC_NONE);
 | |
|   }
 | |
| 
 | |
|   UpdateDevices();
 | |
| 
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| bool NetPlayClient::ChangeGame(const std::string&)
 | |
| {
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::UpdateDevices()
 | |
| {
 | |
|   u8 local_pad = 0;
 | |
|   u8 pad = 0;
 | |
| 
 | |
|   for (auto player_id : m_pad_map)
 | |
|   {
 | |
|     // Use local controller types for local controllers if they are compatible
 | |
|     // Only GCController-like controllers are supported, GBA and similar
 | |
|     // exotic devices are not supported on netplay.
 | |
|     if (player_id == m_local_player->pid)
 | |
|     {
 | |
|       if (SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[local_pad]))
 | |
|       {
 | |
|         SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], pad);
 | |
|       }
 | |
|       else
 | |
|       {
 | |
|         SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
 | |
|       }
 | |
|       local_pad++;
 | |
|     }
 | |
|     else if (player_id > 0)
 | |
|     {
 | |
|       SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       SerialInterface::AddDevice(SIDEVICE_NONE, pad);
 | |
|     }
 | |
|     pad++;
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::ClearBuffers()
 | |
| {
 | |
|   // clear pad buffers, Clear method isn't thread safe
 | |
|   for (unsigned int i = 0; i < 4; ++i)
 | |
|   {
 | |
|     while (m_pad_buffer[i].Size())
 | |
|       m_pad_buffer[i].Pop();
 | |
| 
 | |
|     while (m_wiimote_buffer[i].Size())
 | |
|       m_wiimote_buffer[i].Pop();
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::OnTraversalStateChanged()
 | |
| {
 | |
|   if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
 | |
|       m_traversal_client->m_State == TraversalClient::Connected)
 | |
|   {
 | |
|     m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
 | |
|     m_traversal_client->ConnectToClient(m_host_spec);
 | |
|   }
 | |
|   else if (m_connection_state != ConnectionState::Failure &&
 | |
|            m_traversal_client->m_State == TraversalClient::Failure)
 | |
|   {
 | |
|     Disconnect();
 | |
|     m_dialog->OnTraversalError(m_traversal_client->m_FailureReason);
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::OnConnectReady(ENetAddress addr)
 | |
| {
 | |
|   if (m_connection_state == ConnectionState::WaitingForTraversalClientConnectReady)
 | |
|   {
 | |
|     m_connection_state = ConnectionState::Connecting;
 | |
|     enet_host_connect(m_client, &addr, 0, 0);
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---NETPLAY--- thread
 | |
| void NetPlayClient::OnConnectFailed(u8 reason)
 | |
| {
 | |
|   m_connecting = false;
 | |
|   m_connection_state = ConnectionState::Failure;
 | |
|   switch (reason)
 | |
|   {
 | |
|   case TraversalConnectFailedClientDidntRespond:
 | |
|     PanicAlertT("Traversal server timed out connecting to the host");
 | |
|     break;
 | |
|   case TraversalConnectFailedClientFailure:
 | |
|     PanicAlertT("Server rejected traversal attempt");
 | |
|     break;
 | |
|   case TraversalConnectFailedNoSuchClient:
 | |
|     PanicAlertT("Invalid host");
 | |
|     break;
 | |
|   default:
 | |
|     PanicAlertT("Unknown error %x", reason);
 | |
|     break;
 | |
|   }
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| bool NetPlayClient::GetNetPads(const int pad_nb, GCPadStatus* pad_status)
 | |
| {
 | |
|   // The interface for this is extremely silly.
 | |
|   //
 | |
|   // Imagine a physical device that links three GameCubes together
 | |
|   // and emulates NetPlay that way. Which GameCube controls which
 | |
|   // in-game controllers can be configured on the device (m_pad_map)
 | |
|   // but which sockets on each individual GameCube should be used
 | |
|   // to control which players? The solution that Dolphin uses is
 | |
|   // that we hardcode the knowledge that they go in order, so if
 | |
|   // you have a 3P game with three GameCubes, then every single
 | |
|   // controller should be plugged into slot 1.
 | |
|   //
 | |
|   // If you have a 4P game, then one of the GameCubes will have
 | |
|   // a controller plugged into slot 1, and another in slot 2.
 | |
|   //
 | |
|   // The slot number is the "local" pad number, and what player
 | |
|   // it actually means is the "in-game" pad number.
 | |
| 
 | |
|   // When the 1st in-game pad is polled, we assume the others will
 | |
|   // will be polled as well. To reduce latency, we poll all local
 | |
|   // controllers at once and then send the status to the other
 | |
|   // clients.
 | |
|   if (IsFirstInGamePad(pad_nb))
 | |
|   {
 | |
|     const int num_local_pads = NumLocalPads();
 | |
|     for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
 | |
|     {
 | |
|       switch (SConfig::GetInstance().m_SIDevice[local_pad])
 | |
|       {
 | |
|       case SIDEVICE_WIIU_ADAPTER:
 | |
|         *pad_status = GCAdapter::Input(local_pad);
 | |
|         break;
 | |
|       case SIDEVICE_GC_CONTROLLER:
 | |
|       default:
 | |
|         *pad_status = Pad::GetStatus(local_pad);
 | |
|         break;
 | |
|       }
 | |
| 
 | |
|       int ingame_pad = LocalPadToInGamePad(local_pad);
 | |
| 
 | |
|       // adjust the buffer either up or down
 | |
|       // inserting multiple padstates or dropping states
 | |
|       while (m_pad_buffer[ingame_pad].Size() <= m_target_buffer_size)
 | |
|       {
 | |
|         // add to buffer
 | |
|         m_pad_buffer[ingame_pad].Push(*pad_status);
 | |
| 
 | |
|         // send
 | |
|         SendPadState(ingame_pad, *pad_status);
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // Now, we either use the data pushed earlier, or wait for the
 | |
|   // other clients to send it to us
 | |
|   while (m_pad_buffer[pad_nb].Size() == 0)
 | |
|   {
 | |
|     if (!m_is_running.IsSet())
 | |
|     {
 | |
|       return false;
 | |
|     }
 | |
| 
 | |
|     m_gc_pad_event.Wait();
 | |
|   }
 | |
| 
 | |
|   m_pad_buffer[pad_nb].Pop(*pad_status);
 | |
| 
 | |
|   if (Movie::IsRecordingInput())
 | |
|   {
 | |
|     Movie::RecordInput(pad_status, pad_nb);
 | |
|     Movie::InputUpdate();
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     Movie::CheckPadStatus(pad_status, pad_nb);
 | |
|   }
 | |
| 
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode)
 | |
| {
 | |
|   NetWiimote nw;
 | |
|   {
 | |
|     std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
| 
 | |
|     // Only send data, if this Wiimote is mapped to this player
 | |
|     if (m_wiimote_map[_number] == m_local_player->pid)
 | |
|     {
 | |
|       nw.assign(data, data + size);
 | |
|       do
 | |
|       {
 | |
|         // add to buffer
 | |
|         m_wiimote_buffer[_number].Push(nw);
 | |
| 
 | |
|         SendWiimoteState(_number, nw);
 | |
|       } while (m_wiimote_buffer[_number].Size() <=
 | |
|                m_target_buffer_size * 200 /
 | |
|                    120);  // TODO: add a seperate setting for wiimote buffer?
 | |
|     }
 | |
| 
 | |
|   }  // unlock players
 | |
| 
 | |
|   while (m_wiimote_buffer[_number].Size() == 0)
 | |
|   {
 | |
|     if (!m_is_running.IsSet())
 | |
|     {
 | |
|       return false;
 | |
|     }
 | |
| 
 | |
|     // wait for receiving thread to push some data
 | |
|     m_wii_pad_event.Wait();
 | |
|   }
 | |
| 
 | |
|   m_wiimote_buffer[_number].Pop(nw);
 | |
| 
 | |
|   // If the reporting mode has changed, we just need to pop through the buffer,
 | |
|   // until we reach a good input
 | |
|   if (nw[1] != reporting_mode)
 | |
|   {
 | |
|     u32 tries = 0;
 | |
|     while (nw[1] != reporting_mode)
 | |
|     {
 | |
|       while (m_wiimote_buffer[_number].Size() == 0)
 | |
|       {
 | |
|         if (!m_is_running.IsSet())
 | |
|         {
 | |
|           return false;
 | |
|         }
 | |
| 
 | |
|         // wait for receiving thread to push some data
 | |
|         m_wii_pad_event.Wait();
 | |
|       }
 | |
| 
 | |
|       m_wiimote_buffer[_number].Pop(nw);
 | |
| 
 | |
|       ++tries;
 | |
|       if (tries > m_target_buffer_size * 200 / 120)
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     // If it still mismatches, it surely desynced
 | |
|     if (nw[1] != reporting_mode)
 | |
|     {
 | |
|       PanicAlertT("Netplay has desynced. There is no way to recover from this.");
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   memcpy(data, nw.data(), size);
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread and ---NETPLAY--- thread (client side)
 | |
| bool NetPlayClient::StopGame()
 | |
| {
 | |
|   m_is_running.Clear();
 | |
| 
 | |
|   // stop waiting for input
 | |
|   m_gc_pad_event.Set();
 | |
|   m_wii_pad_event.Set();
 | |
| 
 | |
|   NetPlay_Disable();
 | |
| 
 | |
|   // stop game
 | |
|   m_dialog->StopGame();
 | |
| 
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| void NetPlayClient::Stop()
 | |
| {
 | |
|   if (!m_is_running.IsSet())
 | |
|     return;
 | |
| 
 | |
|   m_is_running.Clear();
 | |
| 
 | |
|   // stop waiting for input
 | |
|   m_gc_pad_event.Set();
 | |
|   m_wii_pad_event.Set();
 | |
| 
 | |
|   // Tell the server to stop if we have a pad mapped in game.
 | |
|   if (LocalPlayerHasControllerMapped())
 | |
|     SendStopGamePacket();
 | |
| }
 | |
| 
 | |
| // called from ---GUI--- thread
 | |
| bool NetPlayClient::LocalPlayerHasControllerMapped() const
 | |
| {
 | |
|   const auto mapping_matches_player_id = [this](const PadMapping& mapping) {
 | |
|     return mapping == m_local_player->pid;
 | |
|   };
 | |
| 
 | |
|   return std::any_of(m_pad_map.begin(), m_pad_map.end(), mapping_matches_player_id) ||
 | |
|          std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
 | |
| }
 | |
| 
 | |
| bool NetPlayClient::IsFirstInGamePad(int ingame_pad) const
 | |
| {
 | |
|   return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
 | |
|                       [](auto mapping) { return mapping > 0; });
 | |
| }
 | |
| 
 | |
| int NetPlayClient::NumLocalPads() const
 | |
| {
 | |
|   return static_cast<int>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
 | |
|     return mapping == m_local_player->pid;
 | |
|   }));
 | |
| }
 | |
| 
 | |
| int NetPlayClient::InGamePadToLocalPad(int ingame_pad)
 | |
| {
 | |
|   // not our pad
 | |
|   if (m_pad_map[ingame_pad] != m_local_player->pid)
 | |
|     return 4;
 | |
| 
 | |
|   int local_pad = 0;
 | |
|   int pad = 0;
 | |
| 
 | |
|   for (; pad < ingame_pad; pad++)
 | |
|   {
 | |
|     if (m_pad_map[pad] == m_local_player->pid)
 | |
|       local_pad++;
 | |
|   }
 | |
| 
 | |
|   return local_pad;
 | |
| }
 | |
| 
 | |
| int NetPlayClient::LocalPadToInGamePad(int local_pad)
 | |
| {
 | |
|   // Figure out which in-game pad maps to which local pad.
 | |
|   // The logic we have here is that the local slots always
 | |
|   // go in order.
 | |
|   int local_pad_count = -1;
 | |
|   int ingame_pad = 0;
 | |
|   for (; ingame_pad < 4; ingame_pad++)
 | |
|   {
 | |
|     if (m_pad_map[ingame_pad] == m_local_player->pid)
 | |
|       local_pad_count++;
 | |
| 
 | |
|     if (local_pad_count == local_pad)
 | |
|       break;
 | |
|   }
 | |
| 
 | |
|   return ingame_pad;
 | |
| }
 | |
| 
 | |
| void NetPlayClient::SendTimeBase()
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
| 
 | |
|   u64 timebase = SystemTimers::GetFakeTimeBase();
 | |
| 
 | |
|   auto spac = std::make_unique<sf::Packet>();
 | |
|   *spac << static_cast<MessageId>(NP_MSG_TIMEBASE);
 | |
|   *spac << static_cast<u32>(timebase);
 | |
|   *spac << static_cast<u32>(timebase << 32);
 | |
|   *spac << netplay_client->m_timebase_frame++;
 | |
| 
 | |
|   netplay_client->SendAsync(std::move(spac));
 | |
| }
 | |
| 
 | |
| bool NetPlayClient::DoAllPlayersHaveGame()
 | |
| {
 | |
|   std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
 | |
| 
 | |
|   return std::all_of(std::begin(m_players), std::end(m_players),
 | |
|                      [](auto entry) { return entry.second.game_status == PlayerGameStatus::Ok; });
 | |
| }
 | |
| 
 | |
| void NetPlayClient::ComputeMD5(const std::string& file_identifier)
 | |
| {
 | |
|   if (m_should_compute_MD5)
 | |
|     return;
 | |
| 
 | |
|   m_dialog->ShowMD5Dialog(file_identifier);
 | |
|   m_should_compute_MD5 = true;
 | |
| 
 | |
|   std::string file;
 | |
|   if (file_identifier == WII_SDCARD)
 | |
|     file = File::GetUserPath(F_WIISDCARD_IDX);
 | |
|   else
 | |
|     file = m_dialog->FindGame(file_identifier);
 | |
| 
 | |
|   if (file.empty() || !File::Exists(file))
 | |
|   {
 | |
|     sf::Packet spac;
 | |
|     spac << static_cast<MessageId>(NP_MSG_MD5_ERROR);
 | |
|     spac << "file not found";
 | |
|     Send(spac);
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   m_MD5_thread = std::thread([this, file]() {
 | |
|     std::string sum = MD5::MD5Sum(file, [&](int progress) {
 | |
|       sf::Packet spac;
 | |
|       spac << static_cast<MessageId>(NP_MSG_MD5_PROGRESS);
 | |
|       spac << progress;
 | |
|       Send(spac);
 | |
| 
 | |
|       return m_should_compute_MD5;
 | |
|     });
 | |
| 
 | |
|     sf::Packet spac;
 | |
|     spac << static_cast<MessageId>(NP_MSG_MD5_RESULT);
 | |
|     spac << sum;
 | |
|     Send(spac);
 | |
|   });
 | |
|   m_MD5_thread.detach();
 | |
| }
 | |
| 
 | |
| // stuff hacked into dolphin
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| // Actual Core function which is called on every frame
 | |
| bool CSIDevice_GCController::NetPlay_GetInput(int numPAD, GCPadStatus* PadStatus)
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
| 
 | |
|   if (netplay_client)
 | |
|     return netplay_client->GetNetPads(numPAD, PadStatus);
 | |
|   else
 | |
|     return false;
 | |
| }
 | |
| 
 | |
| bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size, u8 reporting_mode)
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
| 
 | |
|   if (netplay_client)
 | |
|     return netplay_client->WiimoteUpdate(wiimote, data, size, reporting_mode);
 | |
|   else
 | |
|     return false;
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| // so all players' games get the same time
 | |
| //
 | |
| // also called from ---GUI--- thread when starting input recording
 | |
| u64 CEXIIPL::NetPlay_GetEmulatedTime()
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
| 
 | |
|   if (netplay_client)
 | |
|     return g_netplay_initial_rtc;
 | |
|   else
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| // called from ---CPU--- thread
 | |
| // return the local pad num that should rumble given a ingame pad num
 | |
| int CSIDevice_GCController::NetPlay_InGamePadToLocalPad(int numPAD)
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
| 
 | |
|   if (netplay_client)
 | |
|     return netplay_client->InGamePadToLocalPad(numPAD);
 | |
|   else
 | |
|     return numPAD;
 | |
| }
 | |
| 
 | |
| bool NetPlay::IsNetPlayRunning()
 | |
| {
 | |
|   return netplay_client != nullptr;
 | |
| }
 | |
| 
 | |
| void NetPlay_Enable(NetPlayClient* const np)
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
|   netplay_client = np;
 | |
| }
 | |
| 
 | |
| void NetPlay_Disable()
 | |
| {
 | |
|   std::lock_guard<std::mutex> lk(crit_netplay_client);
 | |
|   netplay_client = nullptr;
 | |
| }
 |