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.
At some point SetCRFieldBit was modified to operate on RSCRATCH, but the
function was only partially changed. As such, setting SO, GT or LT would
write the right bit to cr_field, but then cr_field would just get
overwritten with RSCRATCH, undoing the work.
also did these things
fixed crash from joining user that isn't hosting via a direct connection
current game stat can now pass to override the current game in config
uses ip endpoint from dolphin.org
Behaviorally, this belongs within the netplay client. The server will
always transmit a known RTC value, so it doesn't even need a global for
this. Given the client receives the packet containing said RTC value, we can
store it as a member variable and provide an accessor for reading that
value.
This removes another global variable within the netplay code.
The idea of this code was to not unroll loops, but it was completely broken.
So we've unrolled all loops, but only up to the second iteration.
Honestly, a better check would test if we branch to code which is already in the compiling block. But this is out of scope for now.
But testing shows that this unrolling actually improve the performance. So instead of fixing this bug, this check can be dropped.
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 is accomplished by having SConfig::GetDirectoryForRegion no longer
return nullptr, as doing that was kind silly, considering we never
check for nullptr.
Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it.
MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly.
This option completely disabled the DCBZ instruction. Users are toggling
this option in dolphin forks and using that same problematic config when
launching dolphin. Removing the option from dolphin will let the config be
ignored.
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.
We don't want to write this setting to disk, as SConfig has problems
with leaking settings changed by GameINI into the base configs. The
result of this is that if someone plays an N64 VC game (or other game
where we disable this setting) the branch following option can get
unintentionally disabled globally, which will reduce performance in
many games and cause NetPlay to desync with users who still have it
enabled.
Lessens the amount of files that have to be recompiled if
ConfigManager.h is modified. This also removes an indirect inclusion
within DolphinQt/Main.cpp.
Ensures they match their naming within the definition of the function.
In EmulateSwing's case, one parameter was erroneously named tilt_group,
when it's actually supposed to be swing_group.
These aren't necessary in the prototype, however they do apply in the
definition of the function. This just cuts down on line noise within the
prototypes.
This is only ever read from externally, so we can expose a getter that ensures that
immutability, while making the actual instance internal. Given the
filling out of these settings depends on packets received by the client
instance, it makes more sense to make it a part of the client itself.
This trims off one lingering global.
This stops clients randomly deadlocking when a spectator leaves, as the mappings construct is not thread-safe and should not be written while the game is running.