mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
5341bbad3a
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5625 8ced0084-cf51-0410-be5f-012b33b47a6e
418 lines
9.3 KiB
C++
418 lines
9.3 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "NetPlay.h"
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#include "NetWindow.h"
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// for wiimote
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#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
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#include "IPC_HLE/WII_IPC_HLE_WiiMote.h"
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// for gcpad
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#include "HW/SI_DeviceGCController.h"
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// for gctime
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#include "HW/EXI_DeviceIPL.h"
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// to start/stop game
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#include "Frame.h"
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// for wiimote/ OSD messages
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#include "Core.h"
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Common::CriticalSection crit_netplay_ptr;
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static NetPlay* netplay_ptr = NULL;
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extern CFrame* main_frame;
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#define RPT_SIZE_HACK (1 << 16)
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DEFINE_EVENT_TYPE(wxEVT_THREAD)
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THREAD_RETURN NetPlayThreadFunc(void* arg)
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{
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((NetPlay*)arg)->Entry();
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return 0;
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}
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// called from ---GUI--- thread
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NetPlay::NetPlay()
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: m_is_running(false), m_do_loop(true)
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{
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m_target_buffer_size = 20;
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ClearBuffers();
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}
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void NetPlay_Enable(NetPlay* const np)
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{
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CritLocker crit(::crit_netplay_ptr); // probably safe without a lock
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::netplay_ptr = np;
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}
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void NetPlay_Disable()
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{
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CritLocker crit(::crit_netplay_ptr);
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::netplay_ptr = NULL;
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}
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// called from ---GUI--- thread
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NetPlay::~NetPlay()
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{
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CritLocker crit(crit_netplay_ptr);
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::netplay_ptr = NULL;
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// not perfect
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if (m_is_running)
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StopGame();
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}
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NetPlay::Player::Player()
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{
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memset(pad_map, -1, sizeof(pad_map));
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}
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// called from ---NETPLAY--- thread
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void NetPlay::UpdateGUI()
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{
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if (m_dialog)
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{
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wxCommandEvent evt(wxEVT_THREAD, 1);
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m_dialog->GetEventHandler()->AddPendingEvent(evt);
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}
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}
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// called from ---NETPLAY--- thread
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void NetPlay::AppendChatGUI(const std::string& msg)
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{
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if (m_dialog)
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{
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m_dialog->chat_msgs.Push(msg);
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// silly
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UpdateGUI();
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}
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}
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// called from ---GUI--- thread
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std::string NetPlay::Player::ToString() const
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{
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std::ostringstream ss;
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ss << name << '[' << (char)(pid+'0') << "] : " << revision << " |";
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for (unsigned int i=0; i<4; ++i)
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ss << (pad_map[i]>=0 ? (char)(pad_map[i]+'1') : '-');
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ss << '|';
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return ss.str();
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}
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NetPad::NetPad()
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{
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nHi = 0x00808080;
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nLo = 0x80800000;
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}
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NetPad::NetPad(const SPADStatus* const pad_status)
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{
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nHi = (u32)((u8)pad_status->stickY);
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nHi |= (u32)((u8)pad_status->stickX << 8);
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nHi |= (u32)((u16)pad_status->button << 16);
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nHi |= 0x00800000;
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nLo = (u8)pad_status->triggerRight;
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nLo |= (u32)((u8)pad_status->triggerLeft << 8);
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nLo |= (u32)((u8)pad_status->substickY << 16);
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nLo |= (u32)((u8)pad_status->substickX << 24);
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}
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// called from ---NETPLAY--- thread
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void NetPlay::ClearBuffers()
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{
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// clear pad buffers, no clear method ?
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for (unsigned int i=0; i<4; ++i)
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{
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while (m_pad_buffer[i].size())
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m_pad_buffer[i].pop();
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while (m_wiimote_buffer[i].size())
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m_wiimote_buffer[i].pop();
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m_wiimote_input[i].clear();
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}
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}
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// called from ---CPU--- thread
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bool NetPlay::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
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{
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m_crit.players.Enter(); // lock players
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// in game mapping for this local pad
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unsigned int in_game_num = m_local_player->pad_map[pad_nb];
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// does this local pad map in game?
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if (in_game_num < 4)
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{
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NetPad np(pad_status);
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m_crit.buffer.Enter(); // lock buffer
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// adjust the buffer either up or down
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while (m_pad_buffer[in_game_num].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(np);
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// send
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SendPadState(pad_nb, np);
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}
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m_crit.buffer.Leave();
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}
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m_crit.players.Leave();
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//Common::Timer bufftimer;
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//bufftimer.Start();
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// get padstate from buffer and send to game
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m_crit.buffer.Enter(); // lock buffer
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while (0 == m_pad_buffer[pad_nb].size())
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{
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m_crit.buffer.Leave();
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// wait for receiving thread to push some data
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Common::SleepCurrentThread(1);
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if (false == m_is_running)
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return false;
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m_crit.buffer.Enter();
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// TODO: check the time of bufftimer here,
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// if it gets pretty high, ask the user if they want to disconnect
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}
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*netvalues = m_pad_buffer[pad_nb].front();
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m_pad_buffer[pad_nb].pop();
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m_crit.buffer.Leave();
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//u64 hangtime = bufftimer.GetTimeElapsed();
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//if (hangtime > 10)
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//{
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// std::ostringstream ss;
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// ss << "Pad " << (int)pad_nb << ": Had to wait " << hangtime << "ms for pad data. (increase pad Buffer maybe)";
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// Core::DisplayMessage(ss.str(), 1000);
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//}
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return true;
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}
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// called from ---CPU--- thread
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void NetPlay::WiimoteInput(int _number, u16 _channelID, const void* _pData, u32 _Size)
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{
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//// in game mapping for this local wiimote
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unsigned int in_game_num = m_local_player->pad_map[_number]; // just using gc pad_map for now
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// does this local pad map in game?
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if (in_game_num < 4)
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{
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m_crit.buffer.Enter();
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m_wiimote_input[_number].resize(m_wiimote_input[_number].size() + 1);
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m_wiimote_input[_number].back().assign((char*)_pData, (char*)_pData + _Size);
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m_wiimote_input[_number].back().channel = _channelID;
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m_crit.buffer.Leave();
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}
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m_crit.players.Leave();
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}
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// called from ---CPU--- thread
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void NetPlay::WiimoteUpdate(int _number)
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{
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m_crit.players.Enter(); // lock players
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// in game mapping for this local wiimote
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unsigned int in_game_num = m_local_player->pad_map[_number]; // just using gc pad_map for now
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// does this local pad map in game?
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if (in_game_num < 4)
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{
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m_crit.buffer.Enter();
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m_wiimote_buffer[in_game_num].push(m_wiimote_input[_number]);
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// TODO: send it
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m_wiimote_input[_number].clear();
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m_crit.buffer.Leave();
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}
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m_crit.players.Leave();
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m_crit.buffer.Enter();
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if (0 == m_wiimote_buffer[_number].size())
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{
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//PanicAlert("PANIC");
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return;
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}
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NetWiimote& nw = m_wiimote_buffer[_number].front();
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NetWiimote::const_iterator
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i = nw.begin(), e = nw.end();
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for ( ; i!=e; ++i)
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Core::Callback_WiimoteInterruptChannel(_number, i->channel, &(*i)[0], (u32)i->size() + RPT_SIZE_HACK);
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m_wiimote_buffer[_number].pop();
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m_crit.buffer.Leave();
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}
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// called from ---GUI--- thread
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bool NetPlay::StartGame(const std::string &path)
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{
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CritLocker game_lock(m_crit.game); // lock game state
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if (m_is_running)
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{
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PanicAlert("Game is already running!");
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return false;
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}
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AppendChatGUI(" -- STARTING GAME -- ");
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m_is_running = true;
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NetPlay_Enable(this);
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// boot game
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::main_frame->BootGame(path);
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//BootManager::BootCore(path);
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// TODO: i dont know if i like this here
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ClearBuffers();
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// temporary
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NetWiimote nw;
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for (unsigned int i = 0; i<4; ++i)
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for (unsigned int f = 0; f<2; ++f)
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m_wiimote_buffer[i].push(nw);
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return true;
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
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bool NetPlay::StopGame()
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{
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CritLocker game_lock(m_crit.game); // lock game state
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if (false == m_is_running)
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{
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PanicAlert("Game isn't running!");
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return false;
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}
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AppendChatGUI(" -- STOPPING GAME -- ");
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m_is_running = false;
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NetPlay_Disable();
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// stop game
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::main_frame->DoStop();
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return true;
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}
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// called from ---CPU--- thread
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u8 NetPlay::GetPadNum(u8 numPAD)
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{
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// TODO: i don't like that this loop is running everytime there is rumble
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unsigned int i = 0;
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for (; i<4; ++i)
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if (numPAD == m_local_player->pad_map[i])
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break;
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return i;
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}
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// stuff hacked into dolphin
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// called from ---CPU--- thread
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// Actual Core function which is called on every frame
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int CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
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{
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CritLocker crit(::crit_netplay_ptr);
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if (::netplay_ptr)
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return netplay_ptr->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus) ? 1 : 0;
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else
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return 2;
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}
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// called from ---CPU--- thread
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// so all players' games get the same time
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u32 CEXIIPL::NetPlay_GetGCTime()
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{
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CritLocker crit(::crit_netplay_ptr);
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if (::netplay_ptr)
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return 1272737767; // watev
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else
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return 0;
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}
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// called from ---CPU--- thread
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// return the local pad num that should rumble given a ingame pad num
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u8 CSIDevice_GCController::NetPlay_GetPadNum(u8 numPAD)
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{
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CritLocker crit(::crit_netplay_ptr);
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if (::netplay_ptr)
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return ::netplay_ptr->GetPadNum(numPAD);
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else
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return numPAD;
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}
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// called from ---CPU--- thread
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// wiimote update / used for frame counting
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void CWII_IPC_HLE_Device_usb_oh1_57e_305::NetPlay_WiimoteUpdate(int _number)
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{
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//CritLocker crit(::crit_netplay_ptr);
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//if (::netplay_ptr)
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// ::netplay_ptr->WiimoteUpdate(_number);
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}
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// called from ---CPU--- thread
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//
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int CWII_IPC_HLE_WiiMote::NetPlay_GetWiimoteNum(int _number)
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{
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//CritLocker crit(::crit_netplay_ptr);
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//if (::netplay_ptr)
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// return ::netplay_ptr->GetPadNum(_number); // just using gcpad mapping for now
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//else
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return _number;
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}
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// called from ---CPU--- thread
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// intercept wiimote input callback
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bool CWII_IPC_HLE_WiiMote::NetPlay_WiimoteInput(int _number, u16 _channelID, const void* _pData, u32& _Size)
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{
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CritLocker crit(::crit_netplay_ptr);
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if (::netplay_ptr)
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//{
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// if (_Size >= RPT_SIZE_HACK)
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// {
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// _Size -= RPT_SIZE_HACK;
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// return false;
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// }
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// else
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// {
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// ::netplay_ptr->WiimoteInput(_number, _channelID, _pData, _Size);
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// // don't use this packet
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return true;
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// }
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//}
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else
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return false;
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}
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