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Netplay: Fix gamecube controller mapping
This fixes issues with setups like: Player 1 uses port 1 and player 2 uses port 3, or player 1 uses port 2 and player 2 uses port 3, so nobody uses port 1
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parent
34e315ba07
commit
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@ -8,7 +8,7 @@
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#include "Common/MsgHandler.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "Core/NetPlayProto.h"
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#include "Core/NetPlayClient.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/SI_DeviceGCAdapter.h"
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#include "InputCommon/GCAdapter.h"
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@ -27,7 +27,16 @@ GCPadStatus CSIDevice_GCAdapter::GetPadStatus()
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GCPadStatus PadStatus;
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memset(&PadStatus, 0, sizeof(PadStatus));
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GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
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if (NetPlay::IsNetPlayRunning())
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{
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const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
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if (numPAD < 4)
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GCAdapter::Input(numPAD, &PadStatus);
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}
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else
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{
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GCAdapter::Input(ISIDevice::m_iDeviceNumber, &PadStatus);
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}
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HandleMoviePadStatus(&PadStatus);
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@ -8,6 +8,7 @@
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#include "Common/Logging/Log.h"
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#include "Core/CoreTiming.h"
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#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/ProcessorInterface.h"
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#include "Core/HW/SI_Device.h"
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@ -144,7 +145,16 @@ GCPadStatus CSIDevice_GCController::GetPadStatus()
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GCPadStatus PadStatus;
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memset(&PadStatus, 0, sizeof(PadStatus));
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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if (NetPlay::IsNetPlayRunning())
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{
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const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
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if (numPAD < 4)
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Pad::GetStatus(numPAD, &PadStatus);
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}
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else
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{
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Pad::GetStatus(ISIDevice::m_iDeviceNumber, &PadStatus);
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}
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HandleMoviePadStatus(&PadStatus);
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return PadStatus;
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@ -752,35 +752,34 @@ bool NetPlayClient::ChangeGame(const std::string&)
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void NetPlayClient::UpdateDevices()
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{
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u8 local_pad = 0;
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// Add local pads first:
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// As stated in the comment in NetPlayClient::GetNetPads, the pads pertaining
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// to the local user are always locally mapped to the first gamecube ports,
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// so they should be added first.
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u8 pad = 0;
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for (auto player_id : m_pad_map)
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{
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// Use local controller types for local controllers if they are compatible
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// Only GCController-like controllers are supported, GBA and similar
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// exotic devices are not supported on netplay.
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if (player_id == m_local_player->pid)
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{
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if (SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[local_pad]))
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{
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SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], local_pad);
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SerialInterface::AddDevice(SConfig::GetInstance().m_SIDevice[local_pad], pad);
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}
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else
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{
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SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, local_pad);
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SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
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}
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local_pad++;
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}
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}
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for (auto player_id : m_pad_map)
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{
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if (player_id != m_local_player->pid)
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else if (player_id > 0)
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{
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// Only GCController-like controllers are supported, GBA and similar
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// exotic devices are not supported on netplay.
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SerialInterface::AddDevice(player_id > 0 ? SIDEVICE_GC_CONTROLLER : SIDEVICE_NONE, local_pad);
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local_pad++;
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SerialInterface::AddDevice(SIDEVICE_GC_CONTROLLER, pad);
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}
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else
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{
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SerialInterface::AddDevice(SIDEVICE_NONE, pad);
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}
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pad++;
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}
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}
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@ -863,39 +862,34 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
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// If you have a 4P game, then one of the GameCubes will have
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// a controller plugged into slot 1, and another in slot 2.
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//
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// The slot number is the "local" pad number, and what player
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// The slot number is the "local" pad number, and what player
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// it actually means is the "in-game" pad number.
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//
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// The interface here gives us the status of local pads, and
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// expects to get back "in-game" pad numbers back in response.
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// e.g. it asks "here's the input that slot 1 has, and by the
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// way, what's the state of P1?"
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//
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// We should add this split between "in-game" pads and "local"
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// pads higher up.
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// GetNetPads() gets called for all "in-game" pads with the their
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// status. For the pads, which are mapped locally, the status is
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// polled in GetPadStatus() earlier, and here it is send to the
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// other clients. For all "in-game" pads, which are mapped to
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// the others, the passed over status is ignored. Instead we
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// wait for the other clients to send the status to this client.
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int in_game_num = LocalPadToInGamePad(pad_nb);
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// If this in-game pad is one of ours, then update from the
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// information given.
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if (in_game_num < 4)
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// If this in-game pad is mapped to this client, then update
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// with the status polled earlier in GetPadStatus()
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if (m_pad_map[pad_nb] == m_local_player->pid)
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{
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// adjust the buffer either up or down
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// inserting multiple padstates or dropping states
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while (m_pad_buffer[in_game_num].Size() <= m_target_buffer_size)
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while (m_pad_buffer[pad_nb].Size() <= m_target_buffer_size)
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{
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// add to buffer
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m_pad_buffer[in_game_num].Push(*pad_status);
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m_pad_buffer[pad_nb].Push(*pad_status);
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// send
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SendPadState(in_game_num, *pad_status);
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SendPadState(pad_nb, *pad_status);
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}
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}
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// Now, we need to swap out the local value with the values
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// retrieved from NetPlay. This could be the value we pushed
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// above if we're configured as P1 and the code is trying
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// to retrieve data for slot 1.
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// Now, we either use the data we just pushed, or wait for the
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// other clients to send it to us
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while (!m_pad_buffer[pad_nb].Pop(*pad_status))
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{
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if (!m_is_running.load())
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