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NetPlay host input authority mode
Currently, each player buffers their own inputs and sends them to the host. The host then relays those inputs to everyone else. Every player waits on inputs from all players to be buffered before continuing. What this means is all clients run in lockstep, and the total latency of inputs cannot be lower than the sum of the 2 highest client ping times in the game (in 3+ player sessions with people across the world, the latency can be very high). Host input authority mode changes it so players no longer buffer their own inputs, and only send them to the host. The host stores only the most recent input received from a player. The host then sends inputs for all pads at the SI poll interval, similar to the existing code. If a player sends inputs to slowly, their last received input is simply sent again. If they send too quickly, inputs are dropped. This means that the host has full control over what inputs are actually read by the game, hence the name of the mode. Also, because the rate at which inputs are received by SI is decoupled from the rate at which players are sending inputs, clients are no longer dependent on each other. They only care what the host is doing. This means that they can set their buffer individually based on their latency to the host, rather than the highest latency between any 2 players, allowing someone with lower ping to the host to have less latency than someone else. This is a catch to this: as a necessity of how the host's input sending works, the host has 0 latency. There isn't a good way to fix this, as input delay is now solely dependent on the real latency to the host's server. Having differing latency between players would be considered unfair for competitive play, but for casual play we don't really care. For this reason though, combined with the potential for a few inputs to be dropped on a bad connection, the old mode will remain and this new mode is entirely optional.
This commit is contained in:
@ -307,13 +307,13 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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// send join message to already connected clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PLAYER_JOIN;
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spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
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spac << player.pid << player.name << player.revision;
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SendToClients(spac);
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// send new client success message with their id
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spac.clear();
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spac << (MessageId)0;
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spac << static_cast<MessageId>(0);
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spac << player.pid;
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Send(player.socket, spac);
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@ -321,15 +321,24 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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if (m_selected_game != "")
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{
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spac.clear();
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
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spac << m_selected_game;
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Send(player.socket, spac);
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}
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// send the pad buffer value
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if (!m_host_input_authority)
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{
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// send the pad buffer value
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spac.clear();
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spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
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spac << static_cast<u32>(m_target_buffer_size);
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Send(player.socket, spac);
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}
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// send input authority state
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spac.clear();
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
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spac << m_host_input_authority;
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Send(player.socket, spac);
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// sync GC SRAM with new client
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@ -340,7 +349,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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g_SRAM_netplay_initialized = true;
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}
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spac.clear();
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spac << (MessageId)NP_MSG_SYNC_GC_SRAM;
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spac << static_cast<MessageId>(NP_MSG_SYNC_GC_SRAM);
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for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
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{
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spac << g_SRAM.p_SRAM[i];
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@ -497,6 +506,24 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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SendAsyncToClients(std::move(spac));
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}
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void NetPlayServer::SetHostInputAuthority(const bool enable)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_host_input_authority = enable;
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// tell clients about the new value
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
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spac << m_host_input_authority;
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SendAsyncToClients(std::move(spac));
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// resend pad buffer to clients when disabled
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if (!m_host_input_authority)
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AdjustPadBufferSize(m_target_buffer_size);
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}
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void NetPlayServer::SendAsyncToClients(sf::Packet&& packet)
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{
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{
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@ -559,13 +586,59 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
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pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
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// Add to packet for relay to clients
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spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
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if (m_host_input_authority)
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{
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m_last_pad_status[map] = pad;
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if (!m_first_pad_status_received[map])
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{
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m_first_pad_status_received[map] = true;
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SendFirstReceivedToHost(map, true);
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}
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}
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else
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{
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spac << 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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<< pad.isConnected;
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}
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}
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if (!m_host_input_authority)
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SendToClients(spac, player.pid);
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}
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break;
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case NP_MSG_PAD_HOST_POLL:
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{
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PadMapping pad_num;
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packet >> pad_num;
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
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if (pad_num < 0)
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{
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for (size_t i = 0; i < m_pad_map.size(); i++)
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{
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if (m_pad_map[i] == -1)
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continue;
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const GCPadStatus& pad = m_last_pad_status[i];
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spac << static_cast<PadMapping>(i) << pad.button << pad.analogA << pad.analogB << pad.stickX
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<< pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
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<< pad.isConnected;
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}
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}
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else if (m_pad_map.at(pad_num) != -1)
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{
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const GCPadStatus& pad = m_last_pad_status[pad_num];
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spac << pad_num << 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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<< pad.isConnected;
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}
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SendToClients(spac, player.pid);
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SendToClients(spac);
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}
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break;
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@ -911,7 +984,10 @@ bool NetPlayServer::StartGame()
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m_current_game = Common::Timer::GetTimeMs();
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// no change, just update with clients
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AdjustPadBufferSize(m_target_buffer_size);
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if (!m_host_input_authority)
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AdjustPadBufferSize(m_target_buffer_size);
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m_first_pad_status_received.fill(false);
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const u64 initial_rtc = GetInitialNetPlayRTC();
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@ -1291,6 +1367,15 @@ bool NetPlayServer::CompressBufferIntoPacket(const std::vector<u8>& in_buffer, s
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return true;
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}
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void NetPlayServer::SendFirstReceivedToHost(const PadMapping map, const bool state)
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{
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sf::Packet pac;
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pac << static_cast<MessageId>(NP_MSG_PAD_FIRST_RECEIVED);
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pac << map;
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pac << state;
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Send(m_players.at(1).socket, pac);
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}
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u64 NetPlayServer::GetInitialNetPlayRTC() const
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{
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const auto& config = SConfig::GetInstance();
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