Files
dolphin/Source/Core/Core/NetPlayClient.h
Techjar 1a12876330 NetPlay: Implement golf mode
This is an extension of host input authority that allows switching the
host (who has zero latency) on the fly, at the further expense of
everyone else's latency. This is useful for turn-based games where the
latency of players not on their turn doesn't matter.

To become the so-called golfer, the player simply presses a hotkey.
When the host is the golfer, latency is identical to normal host input
authority.
2019-04-05 07:01:03 -04:00

269 lines
7.8 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <SFML/Network/Packet.hpp>
#include <array>
#include <chrono>
#include <map>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <thread>
#include <unordered_map>
#include <utility>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/SPSCQueue.h"
#include "Common/TraversalClient.h"
#include "Core/NetPlayProto.h"
#include "InputCommon/GCPadStatus.h"
namespace UICommon
{
class GameFile;
}
namespace NetPlay
{
class NetPlayUI
{
public:
virtual ~NetPlayUI() {}
virtual void BootGame(const std::string& filename) = 0;
virtual void StopGame() = 0;
virtual bool IsHosting() const = 0;
virtual void Update() = 0;
virtual void AppendChat(const std::string& msg) = 0;
virtual void OnMsgChangeGame(const std::string& filename) = 0;
virtual void OnMsgStartGame() = 0;
virtual void OnMsgStopGame() = 0;
virtual void OnMsgPowerButton() = 0;
virtual void OnPadBufferChanged(u32 buffer) = 0;
virtual void OnHostInputAuthorityChanged(bool enabled) = 0;
virtual void OnDesync(u32 frame, const std::string& player) = 0;
virtual void OnConnectionLost() = 0;
virtual void OnConnectionError(const std::string& message) = 0;
virtual void OnTraversalError(TraversalClient::FailureReason error) = 0;
virtual void OnTraversalStateChanged(TraversalClient::State state) = 0;
virtual void OnSaveDataSyncFailure() = 0;
virtual void OnGolferChanged(bool is_golfer, const std::string& golfer_name) = 0;
virtual bool IsRecording() = 0;
virtual std::string FindGame(const std::string& game) = 0;
virtual std::shared_ptr<const UICommon::GameFile> FindGameFile(const std::string& game) = 0;
virtual void ShowMD5Dialog(const std::string& file_identifier) = 0;
virtual void SetMD5Progress(int pid, int progress) = 0;
virtual void SetMD5Result(int pid, const std::string& result) = 0;
virtual void AbortMD5() = 0;
virtual void ShowChunkedProgressDialog(const std::string& title, u64 data_size,
const std::vector<int>& players) = 0;
virtual void HideChunkedProgressDialog() = 0;
virtual void SetChunkedProgress(int pid, u64 progress) = 0;
};
enum class PlayerGameStatus
{
Unknown,
Ok,
NotFound
};
class Player
{
public:
PlayerId pid;
std::string name;
std::string revision;
u32 ping;
PlayerGameStatus game_status;
bool IsHost() const { return pid == 1; }
};
class NetPlayClient : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsync(sf::Packet&& packet, u8 channel_id = DEFAULT_CHANNEL);
NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
const std::string& name, const NetTraversalConfig& traversal_config);
~NetPlayClient();
void GetPlayerList(std::string& list, std::vector<int>& pid_list);
std::vector<const Player*> GetPlayers();
const NetSettings& GetNetSettings() const;
// Called from the GUI thread.
bool IsConnected() const { return m_is_connected; }
bool StartGame(const std::string& path);
bool StopGame();
void Stop();
bool ChangeGame(const std::string& game);
void SendChatMessage(const std::string& msg);
void RequestStopGame();
void SendPowerButtonEvent();
void RequestGolfControl(PlayerId pid);
void RequestGolfControl();
// Send and receive pads values
bool WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode);
bool GetNetPads(int pad_nb, bool from_vi, GCPadStatus* pad_status);
u64 GetInitialRTCValue() const;
void OnTraversalStateChanged() override;
void OnConnectReady(ENetAddress addr) override;
void OnConnectFailed(u8 reason) override;
bool IsFirstInGamePad(int ingame_pad) const;
int NumLocalPads() const;
int InGamePadToLocalPad(int ingame_pad) const;
int LocalPadToInGamePad(int localPad) const;
static void SendTimeBase();
bool DoAllPlayersHaveGame();
const PadMappingArray& GetPadMapping() const;
const PadMappingArray& GetWiimoteMapping() const;
void AdjustPadBufferSize(unsigned int size);
protected:
struct AsyncQueueEntry
{
sf::Packet packet;
u8 channel_id;
};
void ClearBuffers();
struct
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
Common::SPSCQueue<AsyncQueueEntry, false> m_async_queue;
std::array<Common::SPSCQueue<GCPadStatus>, 4> m_pad_buffer;
std::array<Common::SPSCQueue<NetWiimote>, 4> m_wiimote_buffer;
std::array<GCPadStatus, 4> m_last_pad_status{};
std::array<bool, 4> m_first_pad_status_received{};
std::chrono::time_point<std::chrono::steady_clock> m_buffer_under_target_last;
NetPlayUI* m_dialog = nullptr;
ENetHost* m_client = nullptr;
ENetPeer* m_server = nullptr;
std::thread m_thread;
std::string m_selected_game;
Common::Flag m_is_running{false};
Common::Flag m_do_loop{true};
// In non-host input authority mode, this is how many packets each client should
// try to keep in-flight to the other clients. In host input authority mode, this is how
// many incoming input packets need to be queued up before the client starts
// speeding up the game to drain the buffer.
unsigned int m_target_buffer_size = 20;
bool m_host_input_authority = false;
PlayerId m_current_golfer = 1;
// This bool will stall the client at the start of GetNetPads, used for switching input control
// without deadlocking. Use the correspondingly named Event to wake it up.
bool m_wait_on_input;
bool m_wait_on_input_received;
Player* m_local_player = nullptr;
u32 m_current_game = 0;
PadMappingArray m_pad_map;
PadMappingArray m_wiimote_map;
bool m_is_recording = false;
private:
enum class ConnectionState
{
WaitingForTraversalClientConnection,
WaitingForTraversalClientConnectReady,
Connecting,
WaitingForHelloResponse,
Connected,
Failure
};
bool LocalPlayerHasControllerMapped() const;
void SendStartGamePacket();
void SendStopGamePacket();
void SyncSaveDataResponse(bool success);
void SyncCodeResponse(bool success);
bool DecompressPacketIntoFile(sf::Packet& packet, const std::string& file_path);
std::optional<std::vector<u8>> DecompressPacketIntoBuffer(sf::Packet& packet);
bool PollLocalPad(int local_pad, sf::Packet& packet);
void SendPadHostPoll(PadIndex pad_num);
void UpdateDevices();
void AddPadStateToPacket(int in_game_pad, const GCPadStatus& np, sf::Packet& packet);
void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
unsigned int OnData(sf::Packet& packet);
void Send(const sf::Packet& packet, u8 channel_id = DEFAULT_CHANNEL);
void Disconnect();
bool Connect();
void ComputeMD5(const std::string& file_identifier);
void DisplayPlayersPing();
u32 GetPlayersMaxPing() const;
bool m_is_connected = false;
ConnectionState m_connection_state = ConnectionState::Failure;
PlayerId m_pid = 0;
NetSettings m_net_settings{};
std::map<PlayerId, Player> m_players;
std::string m_host_spec;
std::string m_player_name;
bool m_connecting = false;
TraversalClient* m_traversal_client = nullptr;
std::thread m_MD5_thread;
bool m_should_compute_MD5 = false;
Common::Event m_gc_pad_event;
Common::Event m_wii_pad_event;
Common::Event m_first_pad_status_received_event;
Common::Event m_wait_on_input_event;
u8 m_sync_save_data_count = 0;
u8 m_sync_save_data_success_count = 0;
u16 m_sync_gecko_codes_count = 0;
u16 m_sync_gecko_codes_success_count = 0;
bool m_sync_gecko_codes_complete = false;
u16 m_sync_ar_codes_count = 0;
u16 m_sync_ar_codes_success_count = 0;
bool m_sync_ar_codes_complete = false;
std::unordered_map<u32, sf::Packet> m_chunked_data_receive_queue;
u64 m_initial_rtc = 0;
u32 m_timebase_frame = 0;
};
void NetPlay_Enable(NetPlayClient* const np);
void NetPlay_Disable();
} // namespace NetPlay