Adds a tickbox to the server's window to syncronize codes. Codes
are temporarily sent to each client and are used for the duration of the
session.
Saves the "sync codes" tickbox as per PR Netplay: Properly save hosting
settings #7483
Most settings which affect determinism will now be synced on NetPlay.
Additionally, there's a strict sync mode which will sync various
enhancements to prevent desync in games that use EFB reads.
This also adds a check for all players having the IPL.bin file, and
doesn't load it for anyone if someone is missing it. This prevents
desyncs caused by mismatched system fonts.
Additionally, the NetPlay window was getting too wide with checkboxes,
so FlowLayout has been introduced to make the checkboxes take up
multiple rows dynamically. However, there's some minor vertical
centering issues I haven't been able to solve, but it's better than a
ridiculously wide window.
This adds the functionality of sending the host's save data (raw memory
cards, as well as GCI files and Wii saves with a matching GameID) to
all other clients. The data is compressed using LZO1X to greatly reduce
its size while keeping compression/decompression fast. Save
synchronization is enabled by default, and toggleable with a checkbox
in the NetPlay dialog.
On clicking start, if the option is enabled, game boot will be delayed
until all players have received the save data sent by the host. If any
player fails to receive it properly, boot will be cancelled to prevent
desyncs.
Previously there was only one function under the NetPlay namespace,
which is kind of silly considering we have all of these other types
and functions existing outside of the namespace.
This moves the rest of them into the namespace.
This gets some general names, like Player, for example, out of the global namespace.
Normally, SI is polled at a rate defined by the game, and we have to send the pad state to other clients on every poll or else we'll desync. This can result in fairly high bandwidth usage, especially with multiple controllers, mostly due to UDP/IP overhead.
This change introduces an option to reduce the SI poll rate to once per frame, which may introduce up to one frame of additional latency, but will reduce bandwidth usage substantially, which is useful for users on very slow internet connections.
Polling SI less frequently than the game asked for did not seem to cause any problems in my testing, so this should be perfectly safe to do.
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
This excludes the second argument from template deduction.
Otherwise, it is required to manually cast the second argument to
the ConfigInfo type (because implicit conversions won't work).
e.g. to set the value for a ConfigInfo<std::string> from a string
literal, you'd need a ugly `std::string("yourstring")`.
This can be considered a hack, but it essentially neuter the bias applied on boot for both console on the RTC. This avoids having the time on boot be changes significantly while the user would want a specific RTC and it also avoids possible underflow of the RTC if it is near the epoch.
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
It's not common code that could be reused for, say, Citra;
it's absolutely specific to Wii emulation and only used by the Dolphin
core, so let's move it there.
Another reason for doing this is to avoid having Common depend on Core.
It was discovered that some titles rely on filesystem metadata to work
properly. Currently, in master they either simply won't find their
save files (for example Bolt) or will complain about the Wii system
memory being corrupted (on first use or every time depending on
the title).
In order to even be able to keep track of file metadata, we first need
to eliminate all direct accesses to the NAND and make all kinds of
operations go through the filesystem code added in PR 6421.
This commit starts the migration process by making SysConf use
the new FS interface.
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.
This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
The option is named DisableCopyToVRAM under the Hacks section in
GFX.ini. It is intentionally not exposed to the GUI, as users should not
need to use it under normal circumstances. The main use is debugging
issues in the EFB-to-RAM shaders.
There are two reasons for this change:
1. It removes many repetitive lines of code.
2. I think it's a good idea to enable the use of old-style section
names even for settings that previously haven't been settable in game
INIs. Mixing the two styles in INIs (using the new style only for new
settings) is not ideal, and people on the forums don't even seem to
know that the new style exists (nobody knew a way to set ubershader
settings per game, for instance). Encouraging everyone to start using
only the new style might work long-term, but it would take take time
and effort to make everyone get used to it. Considering that this commit
*reduces* the amount of code by adding the ability to use old-style
names for more settings, I'd say that adding this ability is worth it.
Currently, a simple typo in the system name will trigger an assert
message that complains about a "programming error". This is not
user friendly and misleading.
So this changes GetSystemFromName to return an std::optional, which
allows for callers to check whether the system exists and handle
failures better.
7f0834c9 moved the locations of the Real XFB (now XFB to RAM) and
Disabled XFB (now Immediate Mode) settings. There are programs
other than Dolphin that parse DTM headers, so this is not good.
Note that Immediate XFB actually is the inversion of Disabled XFB.
I hope that's not too much of a problem...
Originally, Layer contained a std::map of Sections, which containted a std::map
containing the (key, value) pairs. Here we flattern this structure so that only
one std::map is required, reducing the number of indirections required and
vastly simplifying the code.
This reverts commit 1fc910b3ea,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:
| EFBScale | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0 |
Auto (integral) | 1 | 0
1x | 2 | 1
1.5x | 3 |
2x | 4 | 2
2.5x | 5 |
3x | 6 | 3
4x | 7 | 4
5x | 8 | 5
6x | 9 | 6
All the fractional IRs were removed in f090a943.
* Add missing Language setting loading/saving. This was added after the
original OnionConfig PR, which is why support for it was missing.
* Change MovieConfigLoader to reuse ConfigInfos. Less duplication.
* Extract MovieConfigLoader::Save into SaveToDTM. The DTM should use
the current config and not just the movie layer. This makes more
sense than just saving the movie layer, which may not always exist,
and also fixes a crash that would happen when creating a new
recording because the movie layer wouldn't exist in that case.
(Plus, having to get the loader from the layer and call ChangeDTM
on it manually is not very pretty.)