Made new Wiimote plugin not deinit SDL on shutdown. (Hacks, same thing old wiimote does, fixes the crash on emulation stop, refresh button still causes crash (damn SDL)) Minor new input plugin GUI changes. (left-click on rumble button opens control config dialog) Made NetPlay save/load settings to Dolphin.ini. Allow NetPlay host to adjust which/how many pads will be used in game. (more than one gamepad per Dolphin instance can be used on NetPlay) Worked on wiimote NetPlay a bit. (still nonfunctional) Improved SDL device numbering. Added some major hacks to ControllerInterface/SDL so XInput(360 controller) devices do not have their SDL interface shown in the device list on windows. (caused confusion for users)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5625 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-06-06 03:52:11 +00:00
parent 1aac546185
commit 5341bbad3a
13 changed files with 438 additions and 165 deletions

View File

@ -19,7 +19,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const s
is_connected = false;
// why is false successful? documentation says true is
if (0 == m_socket.Connect(port, address))
if (0 == m_socket.Connect(port, address, 5))
{
// send connect message
sf::Packet spac;
@ -193,7 +193,9 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
case NP_MSG_START_GAME :
{
m_crit.buffer.Enter(); // lock buffer
packet >> m_on_game;
m_crit.buffer.Leave();
wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
m_dialog->GetEventHandler()->AddPendingEvent(evt);
@ -209,7 +211,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
case NP_MSG_DISABLE_GAME :
{
PanicAlert("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game.");
PanicAlert("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
CritLocker game_lock(m_crit.game); // lock game state
m_is_running = false;
NetPlay_Disable();
@ -257,7 +259,7 @@ void NetPlayClient::Entry()
default :
m_is_running = false;
NetPlay_Disable();
AppendChatGUI("< LOST CONNECION TO SERVER >");
AppendChatGUI("< LOST CONNECTION TO SERVER >");
PanicAlert("Lost connection to server!");
m_do_loop = false;
break;
@ -271,7 +273,7 @@ void NetPlayClient::Entry()
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayerList(std::string &list)
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
{
CritLocker player_lock(m_crit.players); // lock players
@ -281,7 +283,10 @@ void NetPlayClient::GetPlayerList(std::string &list)
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
{
ss << i->second.ToString() << '\n';
pid_list.push_back(i->second.pid);
}
list = ss.str();
}
@ -294,9 +299,9 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << msg;
m_crit.send.Enter(); // lock send
CritLocker player_lock(m_crit.players); // lock players
CritLocker send_lock(m_crit.send); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
}
// called from ---CPU--- thread
@ -308,9 +313,8 @@ void NetPlayClient::SendPadState(const PadMapping local_nb, const NetPad& np)
spac << local_nb; // local pad num
spac << np.nHi << np.nLo;
m_crit.send.Enter(); // lock send
CritLocker send_lock(m_crit.send); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
}
// called from ---GUI--- thread
@ -321,18 +325,15 @@ bool NetPlayClient::StartGame(const std::string &path)
if (false == NetPlay::StartGame(path))
return false;
// TODO: i dont like this here
ClearBuffers();
m_crit.buffer.Leave();
// tell server i started the game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_on_game;
m_crit.send.Enter(); // lock send
m_crit.buffer.Leave();
CritLocker send_lock(m_crit.send); // lock send
m_socket.Send(spac);
m_crit.send.Leave();
return true;
}