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https://github.com/dolphin-emu/dolphin.git
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NetPlay: Bundle multiple local pads into one packet
This saves a significant amount of bandwidth with multiple controllers on one client, as most of the packet is just protocol overhead.
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31d9ca34e3
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@ -334,9 +334,13 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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case NP_MSG_PAD_DATA:
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{
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PadMapping map = 0;
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while (!packet.endOfPacket())
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{
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PadMapping map;
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packet >> map;
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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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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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// Trusting server for good map value (>=0 && <4)
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@ -344,6 +348,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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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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}
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break;
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case NP_MSG_WIIMOTE_DATA:
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@ -778,15 +783,12 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
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void NetPlayClient::AddPadStateToPacket(const int in_game_pad, const GCPadStatus& pad,
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sf::Packet& packet)
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{
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sf::Packet packet;
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packet << static_cast<MessageId>(NP_MSG_PAD_DATA);
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packet << static_cast<PadMapping>(in_game_pad);
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packet << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
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<< pad.substickY << pad.triggerLeft << pad.triggerRight << pad.isConnected;
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SendAsync(std::move(packet));
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}
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// called from ---CPU--- thread
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@ -1000,6 +1002,10 @@ bool NetPlayClient::GetNetPads(const int pad_nb, GCPadStatus* pad_status)
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// clients.
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if (IsFirstInGamePad(pad_nb))
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{
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sf::Packet packet;
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packet << static_cast<MessageId>(NP_MSG_PAD_DATA);
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bool send_packet = false;
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const int num_local_pads = NumLocalPads();
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for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
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{
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@ -1023,10 +1029,14 @@ bool NetPlayClient::GetNetPads(const int pad_nb, GCPadStatus* pad_status)
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// add to buffer
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m_pad_buffer[ingame_pad].Push(*pad_status);
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// send
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SendPadState(ingame_pad, *pad_status);
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// add to packet
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AddPadStateToPacket(ingame_pad, *pad_status, packet);
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send_packet = true;
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}
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}
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if (send_packet)
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SendAsync(std::move(packet));
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}
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// Now, we either use the data pushed earlier, or wait for the
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@ -159,7 +159,7 @@ private:
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void SendStopGamePacket();
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void UpdateDevices();
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void SendPadState(int in_game_pad, const GCPadStatus& np);
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void AddPadStateToPacket(int in_game_pad, const GCPadStatus& np, sf::Packet& packet);
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void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
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unsigned int OnData(sf::Packet& packet);
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void Send(const sf::Packet& packet);
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@ -526,10 +526,13 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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if (player.current_game != m_current_game)
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break;
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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 >> pad.isConnected;
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
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while (!packet.endOfPacket())
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{
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PadMapping map;
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packet >> map;
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// If the data is not from the correct player,
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// then disconnect them.
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@ -538,12 +541,15 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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return 1;
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}
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// Relay to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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GCPadStatus pad;
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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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<< 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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}
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