dolphin/Source/Core/Core/NetPlayServer.cpp
JosJuice a41166bb37 Make netplay's "same game" check more robust
Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
2020-08-02 22:46:53 +02:00

2159 lines
56 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/NetPlayServer.h"
#include <algorithm>
#include <chrono>
#include <cinttypes>
#include <cstddef>
#include <cstdio>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <thread>
#include <type_traits>
#include <unordered_set>
#include <vector>
#include <fmt/format.h>
#include <lzo/lzo1x.h>
#include "Common/CommonPaths.h"
#include "Common/ENetUtil.h"
#include "Common/File.h"
#include "Common/FileUtil.h"
#include "Common/HttpRequest.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/SFMLHelper.h"
#include "Common/StringUtil.h"
#include "Common/UPnP.h"
#include "Common/Version.h"
#include "Core/ActionReplay.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/HW/GCMemcard/GCMemcardDirectory.h"
#include "Core/HW/GCMemcard/GCMemcardRaw.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/ES/ES.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/IOS/IOS.h"
#include "Core/IOS/Uids.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "Core/SyncIdentifier.h"
#include "DiscIO/Enums.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/GCPadStatus.h"
#include "InputCommon/InputConfig.h"
#include "UICommon/GameFile.h"
#if !defined(_WIN32)
#include <sys/socket.h>
#include <sys/types.h>
#ifdef __HAIKU__
#define _BSD_SOURCE
#include <bsd/ifaddrs.h>
#elif !defined ANDROID
#include <ifaddrs.h>
#endif
#include <arpa/inet.h>
#endif
namespace NetPlay
{
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_chunked_data_event.Set();
m_chunked_data_complete_event.Set();
if (m_chunked_data_thread.joinable())
m_chunked_data_thread.join();
m_thread.join();
enet_host_destroy(m_server);
if (g_MainNetHost.get() == m_server)
{
g_MainNetHost.release();
}
if (m_traversal_client)
{
g_TraversalClient->m_Client = nullptr;
ReleaseTraversalClient();
}
}
#ifdef USE_UPNP
UPnP::StopPortmapping();
#endif
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port, const bool forward_port, NetPlayUI* dialog,
const NetTraversalConfig& traversal_config)
: m_dialog(dialog)
{
//--use server time
if (enet_initialize() != 0)
{
PanicAlertT("Enet Didn't Initialize");
}
m_pad_map.fill(0);
m_wiimote_map.fill(0);
if (traversal_config.use_traversal)
{
if (!EnsureTraversalClient(traversal_config.traversal_host, traversal_config.traversal_port,
port))
return;
g_TraversalClient->m_Client = this;
m_traversal_client = g_TraversalClient.get();
m_server = g_MainNetHost.get();
if (g_TraversalClient->GetState() == TraversalClient::Failure)
g_TraversalClient->ReconnectToServer();
}
else
{
ENetAddress serverAddr;
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, CHANNEL_COUNT, 0, 0);
if (m_server != nullptr)
m_server->intercept = ENetUtil::InterceptCallback;
SetupIndex();
}
if (m_server != nullptr)
{
is_connected = true;
m_do_loop = true;
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
m_chunked_data_thread = std::thread(&NetPlayServer::ChunkedDataThreadFunc, this);
#ifdef USE_UPNP
if (forward_port)
UPnP::TryPortmapping(port);
#endif
}
}
static PlayerId* PeerPlayerId(ENetPeer* peer)
{
return static_cast<PlayerId*>(peer->data);
}
static void ClearPeerPlayerId(ENetPeer* peer)
{
if (peer->data)
{
delete PeerPlayerId(peer);
peer->data = nullptr;
}
}
void NetPlayServer::SetupIndex()
{
if (!Config::Get(Config::NETPLAY_USE_INDEX) || Config::Get(Config::NETPLAY_INDEX_NAME).empty() ||
Config::Get(Config::NETPLAY_INDEX_REGION).empty())
{
return;
}
NetPlaySession session;
session.name = Config::Get(Config::NETPLAY_INDEX_NAME);
session.region = Config::Get(Config::NETPLAY_INDEX_REGION);
session.has_password = !Config::Get(Config::NETPLAY_INDEX_PASSWORD).empty();
session.method = m_traversal_client ? "traversal" : "direct";
session.game_id = m_selected_game_name.empty() ? "UNKNOWN" : m_selected_game_name;
session.player_count = static_cast<int>(m_players.size());
session.in_game = m_is_running;
session.port = GetPort();
if (m_traversal_client)
{
if (m_traversal_client->GetState() != TraversalClient::Connected)
return;
session.server_id = std::string(g_TraversalClient->GetHostID().data(), 8);
}
else
{
Common::HttpRequest request;
// ENet does not support IPv6, so IPv4 has to be used
request.UseIPv4();
Common::HttpRequest::Response response =
request.Get("https://ip.dolphin-emu.org/", {{"X-Is-Dolphin", "1"}});
if (!response.has_value())
return;
session.server_id = std::string(response->begin(), response->end());
}
session.EncryptID(Config::Get(Config::NETPLAY_INDEX_PASSWORD));
bool success = m_index.Add(session);
if (m_dialog != nullptr)
m_dialog->OnIndexAdded(success, success ? "" : m_index.GetLastError());
m_index.SetErrorCallback([this] {
if (m_dialog != nullptr)
m_dialog->OnIndexRefreshFailed(m_index.GetLastError());
});
}
// called from ---NETPLAY--- thread
void NetPlayServer::ThreadFunc()
{
while (m_do_loop)
{
// update pings every so many seconds
if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
{
m_ping_key = Common::Timer::GetTimeMs();
sf::Packet spac;
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
m_ping_timer.Start();
SendToClients(spac);
m_index.SetPlayerCount(static_cast<int>(m_players.size()));
m_index.SetGame(m_selected_game_name);
m_index.SetInGame(m_is_running);
m_update_pings = false;
}
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 1000);
while (!m_async_queue.Empty())
{
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto& e = m_async_queue.Front();
if (e.target_mode == TargetMode::Only)
{
if (m_players.find(e.target_pid) != m_players.end())
Send(m_players.at(e.target_pid).socket, e.packet, e.channel_id);
}
else
{
SendToClients(e.packet, e.target_pid, e.channel_id);
}
}
m_async_queue.Pop();
}
if (net > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
// Actual client initialization is deferred to the receive event, so here
// we'll just log the new connection.
INFO_LOG(NETPLAY, "Peer connected from: %x:%u", netEvent.peer->address.host,
netEvent.peer->address.port);
}
break;
case ENET_EVENT_TYPE_RECEIVE:
{
sf::Packet rpac;
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
if (!netEvent.peer->data)
{
// uninitialized client, we'll assume this is their initialization packet
unsigned int error;
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
error = OnConnect(netEvent.peer, rpac);
}
if (error)
{
sf::Packet spac;
spac << static_cast<MessageId>(error);
// don't need to lock, this client isn't in the client map
Send(netEvent.peer, spac);
ClearPeerPlayerId(netEvent.peer);
enet_peer_disconnect_later(netEvent.peer, 0);
}
}
else
{
auto it = m_players.find(*PeerPlayerId(netEvent.peer));
Client& client = it->second;
if (OnData(rpac, client) != 0)
{
// if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
ClearPeerPlayerId(netEvent.peer);
}
}
enet_packet_destroy(netEvent.packet);
}
break;
case ENET_EVENT_TYPE_DISCONNECT:
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
if (!netEvent.peer->data)
break;
auto it = m_players.find(*PeerPlayerId(netEvent.peer));
if (it != m_players.end())
{
Client& client = it->second;
OnDisconnect(client);
ClearPeerPlayerId(netEvent.peer);
}
}
break;
default:
break;
}
}
}
// close listening socket and client sockets
for (auto& player_entry : m_players)
{
ClearPeerPlayerId(player_entry.second.socket);
enet_peer_disconnect(player_entry.second.socket, 0);
}
} // namespace NetPlay
static void SendSyncIdentifier(sf::Packet& spac, const SyncIdentifier& sync_identifier)
{
// We cast here due to a potential long vs long long mismatch
spac << static_cast<sf::Uint64>(sync_identifier.dol_elf_size);
spac << sync_identifier.game_id;
spac << sync_identifier.revision;
spac << sync_identifier.disc_number;
spac << sync_identifier.is_datel;
for (const u8& x : sync_identifier.sync_hash)
spac << x;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
{
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
socket->data = new PlayerId(pid);
std::string npver;
rpac >> npver;
// Dolphin netplay version
if (npver != Common::scm_rev_git_str)
return CON_ERR_VERSION_MISMATCH;
// game is currently running or game start is pending
if (m_is_running || m_start_pending)
return CON_ERR_GAME_RUNNING;
// too many players
if (m_players.size() >= 255)
return CON_ERR_SERVER_FULL;
Client player;
player.pid = pid;
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
if (StringUTF8CodePointCount(player.name) > MAX_NAME_LENGTH)
return CON_ERR_NAME_TOO_LONG;
// cause pings to be updated
m_update_pings = true;
// try to automatically assign new user a pad
for (PlayerId& mapping : m_pad_map)
{
if (mapping == 0)
{
mapping = player.pid;
break;
}
}
// send join message to already connected clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.clear();
spac << static_cast<MessageId>(0);
spac << player.pid;
Send(player.socket, spac);
// send new client the selected game
if (!m_selected_game_name.empty())
{
spac.clear();
spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
SendSyncIdentifier(spac, m_selected_game_identifier);
spac << m_selected_game_name;
Send(player.socket, spac);
}
if (!m_host_input_authority)
{
// send the pad buffer value
spac.clear();
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
Send(player.socket, spac);
}
// send input authority state
spac.clear();
spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
spac << m_host_input_authority;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
spac.clear();
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << p.second.pid << static_cast<u32>(p.second.game_status);
Send(player.socket, spac);
}
if (Config::Get(Config::NETPLAY_ENABLE_QOS))
player.qos_session = Common::QoSSession(player.socket);
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.emplace(*PeerPlayerId(player.socket), std::move(player));
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(const Client& player)
{
const PlayerId pid = player.pid;
if (m_is_running)
{
for (PlayerId& mapping : m_pad_map)
{
if (mapping == pid && pid != 1)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
SendToClients(spac);
break;
}
}
}
if (m_start_pending)
{
ChunkedDataAbort();
m_dialog->OnGameStartAborted();
m_start_pending = false;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
enet_peer_disconnect(player.socket, 0);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto it = m_players.find(player.pid);
if (it != m_players.end())
m_players.erase(it);
// alert other players of disconnect
SendToClients(spac);
for (PlayerId& mapping : m_pad_map)
{
if (mapping == pid)
{
mapping = 0;
UpdatePadMapping();
}
}
for (PlayerId& mapping : m_wiimote_map)
{
if (mapping == pid)
{
mapping = 0;
UpdateWiimoteMapping();
}
}
return 0;
}
// called from ---GUI--- thread
PadMappingArray NetPlayServer::GetPadMapping() const
{
return m_pad_map;
}
PadMappingArray NetPlayServer::GetWiimoteMapping() const
{
return m_wiimote_map;
}
// called from ---GUI--- thread
void NetPlayServer::SetPadMapping(const PadMappingArray& mappings)
{
m_pad_map = mappings;
UpdatePadMapping();
}
// called from ---GUI--- thread
void NetPlayServer::SetWiimoteMapping(const PadMappingArray& mappings)
{
m_wiimote_map = mappings;
UpdateWiimoteMapping();
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::UpdatePadMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_MAPPING;
for (PlayerId mapping : m_pad_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---NETPLAY--- thread
void NetPlayServer::UpdateWiimoteMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
for (PlayerId mapping : m_wiimote_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_target_buffer_size = size;
// not needed on clients with host input authority
if (!m_host_input_authority)
{
// tell clients to change buffer size
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
SendAsyncToClients(std::move(spac));
}
}
void NetPlayServer::SetHostInputAuthority(const bool enable)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_host_input_authority = enable;
// tell clients about the new value
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY);
spac << m_host_input_authority;
SendAsyncToClients(std::move(spac));
// resend pad buffer to clients when disabled
if (!m_host_input_authority)
AdjustPadBufferSize(m_target_buffer_size);
}
void NetPlayServer::SendAsync(sf::Packet&& packet, const PlayerId pid, const u8 channel_id)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(AsyncQueueEntry{std::move(packet), pid, TargetMode::Only, channel_id});
}
ENetUtil::WakeupThread(m_server);
}
void NetPlayServer::SendAsyncToClients(sf::Packet&& packet, const PlayerId skip_pid,
const u8 channel_id)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(
AsyncQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, channel_id});
}
ENetUtil::WakeupThread(m_server);
}
void NetPlayServer::SendChunked(sf::Packet&& packet, const PlayerId pid, const std::string& title)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
m_chunked_data_queue.Push(
ChunkedDataQueueEntry{std::move(packet), pid, TargetMode::Only, title});
}
m_chunked_data_event.Set();
}
void NetPlayServer::SendChunkedToClients(sf::Packet&& packet, const PlayerId skip_pid,
const std::string& title)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.chunked_data_queue_write);
m_chunked_data_queue.Push(
ChunkedDataQueueEntry{std::move(packet), skip_pid, TargetMode::AllExcept, title});
}
m_chunked_data_event.Set();
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
MessageId mid;
packet >> mid;
INFO_LOG(NETPLAY, "Got client message: %x", mid);
// don't need lock because this is the only thread that modifies the players
// only need locks for writes to m_players in this thread
switch (mid)
{
case NP_MSG_CHAT_MESSAGE:
{
std::string msg;
packet >> msg;
// send msg to other clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << player.pid;
spac << msg;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_CHUNKED_DATA_PROGRESS:
{
u32 cid;
packet >> cid;
u64 progress = Common::PacketReadU64(packet);
m_dialog->SetChunkedProgress(player.pid, progress);
}
break;
case NP_MSG_CHUNKED_DATA_COMPLETE:
{
u32 cid;
packet >> cid;
if (m_chunked_data_complete_count.find(cid) != m_chunked_data_complete_count.end())
{
m_chunked_data_complete_count[cid]++;
m_chunked_data_complete_event.Set();
}
}
break;
case NP_MSG_PAD_DATA:
{
// if this is pad data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
sf::Packet spac;
spac << static_cast<MessageId>(m_host_input_authority ? NP_MSG_PAD_HOST_DATA : NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
// If the data is not from the correct player,
// then disconnect them.
if (m_pad_map.at(map) != player.pid)
{
return 1;
}
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
if (m_host_input_authority)
{
// Prevent crash before game stop if the golfer disconnects
if (m_current_golfer != 0 && m_players.find(m_current_golfer) != m_players.end())
Send(m_players.at(m_current_golfer).socket, spac);
}
else
{
SendToClients(spac, player.pid);
}
}
break;
case NP_MSG_PAD_HOST_DATA:
{
// Kick player if they're not the golfer.
if (m_current_golfer != 0 && player.pid != m_current_golfer)
return 1;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
SendToClients(spac, player.pid);
}
break;
case NP_MSG_WIIMOTE_DATA:
{
// if this is Wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadIndex map;
u8 size;
packet >> map >> size;
std::vector<u8> data(size);
for (u8& byte : data)
packet >> byte;
// If the data is not from the correct player,
// then disconnect them.
if (m_wiimote_map.at(map) != player.pid)
{
return 1;
}
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << map;
spac << size;
for (const u8& byte : data)
spac << byte;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_GOLF_REQUEST:
{
PlayerId pid;
packet >> pid;
// Check if player ID is valid and sender isn't a spectator
if (!m_players.count(pid) || !PlayerHasControllerMapped(player.pid))
break;
if (m_host_input_authority && m_settings.m_GolfMode && m_pending_golfer == 0 &&
m_current_golfer != pid && PlayerHasControllerMapped(pid))
{
m_pending_golfer = pid;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_PREPARE);
Send(m_players[pid].socket, spac);
}
}
break;
case NP_MSG_GOLF_RELEASE:
{
if (m_pending_golfer == 0)
break;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_SWITCH);
spac << static_cast<PlayerId>(m_pending_golfer);
SendToClients(spac);
}
break;
case NP_MSG_GOLF_ACQUIRE:
{
if (m_pending_golfer == 0)
break;
m_current_golfer = m_pending_golfer;
m_pending_golfer = 0;
}
break;
case NP_MSG_GOLF_PREPARE:
{
if (m_pending_golfer == 0)
break;
m_current_golfer = 0;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GOLF_SWITCH);
spac << static_cast<PlayerId>(0);
SendToClients(spac);
}
break;
case NP_MSG_PONG:
{
const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
player.ping = ping;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
spac << player.pid;
spac << player.ping;
SendToClients(spac);
}
break;
case NP_MSG_START_GAME:
{
packet >> player.current_game;
}
break;
case NP_MSG_STOP_GAME:
{
if (!m_is_running)
break;
m_is_running = false;
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
}
break;
case NP_MSG_GAME_STATUS:
{
u32 status;
packet >> status;
m_players[player.pid].game_status = static_cast<SyncIdentifierComparison>(status);
// send msg to other clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << player.pid;
spac << status;
SendToClients(spac);
}
break;
case NP_MSG_IPL_STATUS:
{
bool status;
packet >> status;
m_players[player.pid].has_ipl_dump = status;
}
break;
case NP_MSG_POWER_BUTTON:
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_POWER_BUTTON);
SendToClients(spac, player.pid);
}
break;
case NP_MSG_TIMEBASE:
{
u64 timebase = Common::PacketReadU64(packet);
u32 frame;
packet >> frame;
if (m_desync_detected)
break;
std::vector<std::pair<PlayerId, u64>>& timebases = m_timebase_by_frame[frame];
timebases.emplace_back(player.pid, timebase);
if (timebases.size() >= m_players.size())
{
// we have all records for this frame
if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> pair) {
return pair.second == timebases[0].second;
}))
{
int pid_to_blame = 0;
for (auto pair : timebases)
{
if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> other) {
return other.first == pair.first || other.second != pair.second;
}))
{
// we are the only outlier
pid_to_blame = pair.first;
break;
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_DESYNC_DETECTED;
spac << pid_to_blame;
spac << frame;
SendToClients(spac);
m_desync_detected = true;
}
m_timebase_by_frame.erase(frame);
}
}
break;
case NP_MSG_MD5_PROGRESS:
{
int progress;
packet >> progress;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_PROGRESS);
spac << player.pid;
spac << progress;
SendToClients(spac);
}
break;
case NP_MSG_MD5_RESULT:
{
std::string result;
packet >> result;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_RESULT);
spac << player.pid;
spac << result;
SendToClients(spac);
}
break;
case NP_MSG_MD5_ERROR:
{
std::string error;
packet >> error;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ERROR);
spac << player.pid;
spac << error;
SendToClients(spac);
}
break;
case NP_MSG_SYNC_SAVE_DATA:
{
MessageId sub_id;
packet >> sub_id;
switch (sub_id)
{
case SYNC_SAVE_DATA_SUCCESS:
{
if (m_start_pending)
{
m_save_data_synced_players++;
if (m_save_data_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(Common::GetStringT("All players' saves synchronized."));
// Saves are synced, check if codes are as well and attempt to start the game
m_saves_synced = true;
CheckSyncAndStartGame();
}
}
}
break;
case SYNC_SAVE_DATA_FAILURE:
{
m_dialog->AppendChat(
fmt::format(Common::GetStringT("{} failed to synchronize."), player.name));
m_dialog->OnGameStartAborted();
ChunkedDataAbort();
m_start_pending = false;
}
break;
default:
PanicAlertT(
"Unknown SYNC_SAVE_DATA message with id:%d received from player:%d Kicking player!",
sub_id, player.pid);
return 1;
}
}
break;
case NP_MSG_SYNC_CODES:
{
// Receive Status of Code Sync
MessageId sub_id;
packet >> sub_id;
// Check If Code Sync was successful or not
switch (sub_id)
{
case SYNC_CODES_SUCCESS:
{
if (m_start_pending)
{
if (++m_codes_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(Common::GetStringT("All players' codes synchronized."));
// Codes are synced, check if saves are as well and attempt to start the game
m_codes_synced = true;
CheckSyncAndStartGame();
}
}
}
break;
case SYNC_CODES_FAILURE:
{
m_dialog->AppendChat(
fmt::format(Common::GetStringT("{} failed to synchronize codes."), player.name));
m_dialog->OnGameStartAborted();
m_start_pending = false;
}
break;
default:
PanicAlertT(
"Unknown SYNC_GECKO_CODES message with id:%d received from player:%d Kicking player!",
sub_id, player.pid);
return 1;
}
}
break;
default:
PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid,
player.pid);
// unknown message, kick the client
return 1;
}
return 0;
}
void NetPlayServer::OnTraversalStateChanged()
{
const TraversalClient::State state = m_traversal_client->GetState();
if (g_TraversalClient->GetHostID()[0] != '\0')
SetupIndex();
if (!m_dialog)
return;
if (state == TraversalClient::Failure)
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
m_dialog->OnTraversalStateChanged(state);
}
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_CHAT_MESSAGE);
spac << static_cast<PlayerId>(0); // server id always 0
spac << msg;
SendAsyncToClients(std::move(spac));
}
// called from ---GUI--- thread
bool NetPlayServer::ChangeGame(const SyncIdentifier& sync_identifier,
const std::string& netplay_name)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_selected_game_identifier = sync_identifier;
m_selected_game_name = netplay_name;
// send changed game to clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
SendSyncIdentifier(spac, m_selected_game_identifier);
spac << m_selected_game_name;
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::ComputeMD5(const SyncIdentifier& sync_identifier)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_COMPUTE_MD5);
SendSyncIdentifier(spac, sync_identifier);
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::AbortMD5()
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ABORT);
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
void NetPlayServer::SetNetSettings(const NetSettings& settings)
{
m_settings = settings;
}
bool NetPlayServer::DoAllPlayersHaveIPLDump() const
{
return std::all_of(m_players.begin(), m_players.end(),
[](const auto& p) { return p.second.has_ipl_dump; });
}
// called from ---GUI--- thread
bool NetPlayServer::RequestStartGame()
{
bool start_now = true;
if (m_settings.m_SyncSaveData && m_players.size() > 1)
{
start_now = false;
m_start_pending = true;
if (!SyncSaveData())
{
PanicAlertT("Error synchronizing save data!");
m_start_pending = false;
return false;
}
}
// Check To Send Codes to Clients
if (m_settings.m_SyncCodes && m_players.size() > 1)
{
start_now = false;
m_start_pending = true;
if (!SyncCodes())
{
PanicAlertT("Error synchronizing cheat codes!");
m_start_pending = false;
return false;
}
}
if (start_now)
{
return StartGame();
}
return true;
}
// called from multiple threads
bool NetPlayServer::StartGame()
{
m_timebase_by_frame.clear();
m_desync_detected = false;
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_current_game = Common::Timer::GetTimeMs();
// no change, just update with clients
if (!m_host_input_authority)
AdjustPadBufferSize(m_target_buffer_size);
m_current_golfer = 1;
m_pending_golfer = 0;
const sf::Uint64 initial_rtc = GetInitialNetPlayRTC();
const std::string region = SConfig::GetDirectoryForRegion(
SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game_identifier)->GetRegion()));
// sync GC SRAM with clients
if (!g_SRAM_netplay_initialized)
{
SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
InitSRAM();
g_SRAM_netplay_initialized = true;
}
sf::Packet srampac;
srampac << static_cast<MessageId>(NP_MSG_SYNC_GC_SRAM);
for (size_t i = 0; i < sizeof(g_SRAM) - offsetof(Sram, settings); ++i)
{
srampac << g_SRAM[offsetof(Sram, settings) + i];
}
SendAsyncToClients(std::move(srampac), 1);
// tell clients to start game
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_START_GAME);
spac << m_current_game;
spac << m_settings.m_CPUthread;
spac << static_cast<std::underlying_type_t<PowerPC::CPUCore>>(m_settings.m_CPUcore);
spac << m_settings.m_EnableCheats;
spac << m_settings.m_SelectedLanguage;
spac << m_settings.m_OverrideRegionSettings;
spac << m_settings.m_ProgressiveScan;
spac << m_settings.m_PAL60;
spac << m_settings.m_DSPEnableJIT;
spac << m_settings.m_DSPHLE;
spac << m_settings.m_WriteToMemcard;
spac << m_settings.m_CopyWiiSave;
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
for (auto& device : m_settings.m_EXIDevice)
spac << device;
spac << m_settings.m_EFBAccessEnable;
spac << m_settings.m_BBoxEnable;
spac << m_settings.m_ForceProgressive;
spac << m_settings.m_EFBToTextureEnable;
spac << m_settings.m_XFBToTextureEnable;
spac << m_settings.m_DisableCopyToVRAM;
spac << m_settings.m_ImmediateXFBEnable;
spac << m_settings.m_EFBEmulateFormatChanges;
spac << m_settings.m_SafeTextureCacheColorSamples;
spac << m_settings.m_PerfQueriesEnable;
spac << m_settings.m_FPRF;
spac << m_settings.m_AccurateNaNs;
spac << m_settings.m_SyncOnSkipIdle;
spac << m_settings.m_SyncGPU;
spac << m_settings.m_SyncGpuMaxDistance;
spac << m_settings.m_SyncGpuMinDistance;
spac << m_settings.m_SyncGpuOverclock;
spac << m_settings.m_JITFollowBranch;
spac << m_settings.m_FastDiscSpeed;
spac << m_settings.m_MMU;
spac << m_settings.m_Fastmem;
spac << m_settings.m_SkipIPL;
spac << m_settings.m_LoadIPLDump;
spac << m_settings.m_VertexRounding;
spac << m_settings.m_InternalResolution;
spac << m_settings.m_EFBScaledCopy;
spac << m_settings.m_FastDepthCalc;
spac << m_settings.m_EnablePixelLighting;
spac << m_settings.m_WidescreenHack;
spac << m_settings.m_ForceFiltering;
spac << m_settings.m_MaxAnisotropy;
spac << m_settings.m_ForceTrueColor;
spac << m_settings.m_DisableCopyFilter;
spac << m_settings.m_DisableFog;
spac << m_settings.m_ArbitraryMipmapDetection;
spac << m_settings.m_ArbitraryMipmapDetectionThreshold;
spac << m_settings.m_EnableGPUTextureDecoding;
spac << m_settings.m_DeferEFBCopies;
spac << m_settings.m_EFBAccessTileSize;
spac << m_settings.m_EFBAccessDeferInvalidation;
spac << m_settings.m_StrictSettingsSync;
spac << initial_rtc;
spac << m_settings.m_SyncSaveData;
spac << region;
spac << m_settings.m_SyncCodes;
spac << m_settings.m_SyncAllWiiSaves;
for (size_t i = 0; i < m_settings.m_WiimoteExtension.size(); i++)
{
const int extension =
static_cast<ControllerEmu::Attachments*>(
static_cast<WiimoteEmu::Wiimote*>(Wiimote::GetConfig()->GetController(int(i)))
->GetWiimoteGroup(WiimoteEmu::WiimoteGroup::Attachments))
->GetSelectedAttachment();
spac << extension;
}
spac << m_settings.m_GolfMode;
SendAsyncToClients(std::move(spac));
m_start_pending = false;
m_is_running = true;
return true;
}
void NetPlayServer::AbortGameStart()
{
if (m_start_pending)
{
m_dialog->OnGameStartAborted();
ChunkedDataAbort();
m_start_pending = false;
}
}
// called from ---GUI--- thread
bool NetPlayServer::SyncSaveData()
{
// We're about to sync saves, so set m_saves_synced to false (waits to start game)
m_saves_synced = false;
m_save_data_synced_players = 0;
u8 save_count = 0;
constexpr size_t exi_device_count = 2;
for (size_t i = 0; i < exi_device_count; i++)
{
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD ||
SConfig::GetInstance().m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
save_count++;
}
}
const auto game = m_dialog->FindGameFile(m_selected_game_identifier);
if (game == nullptr)
{
PanicAlertT("Selected game doesn't exist in game list!");
return false;
}
bool wii_save = false;
if (m_settings.m_CopyWiiSave && (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
game->GetPlatform() == DiscIO::Platform::WiiWAD ||
game->GetPlatform() == DiscIO::Platform::ELFOrDOL))
{
wii_save = true;
save_count++;
}
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_NOTIFY);
pac << save_count;
// send this on the chunked data channel to ensure it's sequenced properly
SendAsyncToClients(std::move(pac), 0, CHUNKED_DATA_CHANNEL);
}
if (save_count == 0)
return true;
const std::string region =
SConfig::GetDirectoryForRegion(SConfig::ToGameCubeRegion(game->GetRegion()));
for (size_t i = 0; i < exi_device_count; i++)
{
const bool is_slot_a = i == 0;
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD)
{
std::string path = is_slot_a ? Config::Get(Config::MAIN_MEMCARD_A_PATH) :
Config::Get(Config::MAIN_MEMCARD_B_PATH);
MemoryCard::CheckPath(path, region, is_slot_a);
bool mc251;
IniFile gameIni = SConfig::LoadGameIni(game->GetGameID(), game->GetRevision());
gameIni.GetOrCreateSection("Core")->Get("MemoryCard251", &mc251, false);
if (mc251)
path.insert(path.find_last_of('.'), ".251");
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_RAW);
pac << is_slot_a << region << mc251;
if (File::Exists(path))
{
if (!CompressFileIntoPacket(path, pac))
return false;
}
else
{
// No file, so we'll say the size is 0
pac << sf::Uint64{0};
}
SendChunkedToClients(std::move(pac), 1,
fmt::format("Memory Card {} Synchronization", is_slot_a ? 'A' : 'B'));
}
else if (SConfig::GetInstance().m_EXIDevice[i] ==
ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
const std::string path = File::GetUserPath(D_GCUSER_IDX) + region + DIR_SEP +
fmt::format("Card {}", is_slot_a ? 'A' : 'B');
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_GCI);
pac << is_slot_a;
if (File::IsDirectory(path))
{
std::vector<std::string> files =
GCMemcardDirectory::GetFileNamesForGameID(path + DIR_SEP, game->GetGameID());
pac << static_cast<u8>(files.size());
for (const std::string& file : files)
{
pac << file.substr(file.find_last_of('/') + 1);
if (!CompressFileIntoPacket(file, pac))
return false;
}
}
else
{
pac << static_cast<u8>(0);
}
SendChunkedToClients(std::move(pac), 1,
fmt::format("GCI Folder {} Synchronization", is_slot_a ? 'A' : 'B'));
}
}
if (wii_save)
{
const auto configured_fs = IOS::HLE::FS::MakeFileSystem(IOS::HLE::FS::Location::Configured);
std::vector<std::pair<u64, WiiSave::StoragePointer>> saves;
if (m_settings.m_SyncAllWiiSaves)
{
IOS::HLE::Kernel ios;
for (const u64 title : ios.GetES()->GetInstalledTitles())
{
auto save = WiiSave::MakeNandStorage(configured_fs.get(), title);
saves.push_back(std::make_pair(title, std::move(save)));
}
}
else if (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
game->GetPlatform() == DiscIO::Platform::WiiWAD)
{
auto save = WiiSave::MakeNandStorage(configured_fs.get(), game->GetTitleID());
saves.push_back(std::make_pair(game->GetTitleID(), std::move(save)));
}
std::vector<u64> titles;
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_WII);
// Shove the Mii data into the start the packet
{
auto file = configured_fs->OpenFile(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetMiiDatabasePath(), IOS::HLE::FS::Mode::Read);
if (file)
{
pac << true;
std::vector<u8> file_data(file->GetStatus()->size);
if (!file->Read(file_data.data(), file_data.size()))
return false;
if (!CompressBufferIntoPacket(file_data, pac))
return false;
}
else
{
pac << false; // no mii data
}
}
// Carry on with the save files
pac << static_cast<u32>(saves.size());
for (const auto& pair : saves)
{
pac << sf::Uint64{pair.first};
titles.push_back(pair.first);
const auto& save = pair.second;
if (save->SaveExists())
{
const std::optional<WiiSave::Header> header = save->ReadHeader();
const std::optional<WiiSave::BkHeader> bk_header = save->ReadBkHeader();
const std::optional<std::vector<WiiSave::Storage::SaveFile>> files = save->ReadFiles();
if (!header || !bk_header || !files)
return false;
pac << true; // save exists
// Header
pac << sf::Uint64{header->tid};
pac << header->banner_size << header->permissions << header->unk1;
for (u8 byte : header->md5)
pac << byte;
pac << header->unk2;
for (size_t i = 0; i < header->banner_size; i++)
pac << header->banner[i];
// BkHeader
pac << bk_header->size << bk_header->magic << bk_header->ngid << bk_header->number_of_files
<< bk_header->size_of_files << bk_header->unk1 << bk_header->unk2
<< bk_header->total_size;
for (u8 byte : bk_header->unk3)
pac << byte;
pac << sf::Uint64{bk_header->tid};
for (u8 byte : bk_header->mac_address)
pac << byte;
// Files
for (const WiiSave::Storage::SaveFile& file : *files)
{
pac << file.mode << file.attributes << static_cast<u8>(file.type) << file.path;
if (file.type == WiiSave::Storage::SaveFile::Type::File)
{
const std::optional<std::vector<u8>>& data = *file.data;
if (!data || !CompressBufferIntoPacket(*data, pac))
return false;
}
}
}
else
{
pac << false; // save does not exist
}
}
// Set titles for host-side loading in WiiRoot
SetWiiSyncData(nullptr, titles);
SendChunkedToClients(std::move(pac), 1, "Wii Save Synchronization");
}
return true;
}
bool NetPlayServer::SyncCodes()
{
// Sync Codes is ticked, so set m_codes_synced to false
m_codes_synced = false;
// Get Game Path
const auto game = m_dialog->FindGameFile(m_selected_game_identifier);
if (game == nullptr)
{
PanicAlertT("Selected game doesn't exist in game list!");
return false;
}
// Find all INI files
const auto game_id = game->GetGameID();
const auto revision = game->GetRevision();
IniFile globalIni;
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
globalIni.Load(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename, true);
IniFile localIni;
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(game_id, revision))
localIni.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + filename, true);
// Initialize Number of Synced Players
m_codes_synced_players = 0;
// Notify Clients of Incoming Code Sync
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY);
SendAsyncToClients(std::move(pac));
}
// Sync Gecko Codes
{
// Create a Gecko Code Vector with just the active codes
std::vector<Gecko::GeckoCode> s_active_codes =
Gecko::SetAndReturnActiveCodes(Gecko::LoadCodes(globalIni, localIni));
// Determine Codelist Size
u16 codelines = 0;
for (const Gecko::GeckoCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Indexing %s", active_code.name.c_str());
for (const Gecko::GeckoCode::Code& code : active_code.codes)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", code.address, code.data);
codelines++;
}
}
// Output codelines to send
NOTICE_LOG(ACTIONREPLAY, "Sending %d Gecko codelines", codelines);
// Send initial packet. Notify of the sync operation and total number of lines being sent.
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY_GECKO);
pac << codelines;
SendAsyncToClients(std::move(pac));
}
// Send entire codeset in the second packet
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_DATA_GECKO);
// Iterate through the active code vector and send each codeline
for (const Gecko::GeckoCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Sending %s", active_code.name.c_str());
for (const Gecko::GeckoCode::Code& code : active_code.codes)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", code.address, code.data);
pac << code.address;
pac << code.data;
}
}
SendAsyncToClients(std::move(pac));
}
}
// Sync AR Codes
{
// Create an AR Code Vector with just the active codes
std::vector<ActionReplay::ARCode> s_active_codes =
ActionReplay::ApplyAndReturnCodes(ActionReplay::LoadCodes(globalIni, localIni));
// Determine Codelist Size
u16 codelines = 0;
for (const ActionReplay::ARCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Indexing %s", active_code.name.c_str());
for (const ActionReplay::AREntry& op : active_code.ops)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", op.cmd_addr, op.value);
codelines++;
}
}
// Output codelines to send
NOTICE_LOG(ACTIONREPLAY, "Sending %d AR codelines", codelines);
// Send initial packet. Notify of the sync operation and total number of lines being sent.
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_NOTIFY_AR);
pac << codelines;
SendAsyncToClients(std::move(pac));
}
// Send entire codeset in the second packet
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_CODES);
pac << static_cast<MessageId>(SYNC_CODES_DATA_AR);
// Iterate through the active code vector and send each codeline
for (const ActionReplay::ARCode& active_code : s_active_codes)
{
NOTICE_LOG(ACTIONREPLAY, "Sending %s", active_code.name.c_str());
for (const ActionReplay::AREntry& op : active_code.ops)
{
NOTICE_LOG(ACTIONREPLAY, "%08x %08x", op.cmd_addr, op.value);
pac << op.cmd_addr;
pac << op.value;
}
}
SendAsyncToClients(std::move(pac));
}
}
return true;
}
void NetPlayServer::CheckSyncAndStartGame()
{
if (m_saves_synced && m_codes_synced)
{
StartGame();
}
}
bool NetPlayServer::CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet)
{
File::IOFile file(file_path, "rb");
if (!file)
{
PanicAlertT("Failed to open file \"%s\".", file_path.c_str());
return false;
}
const sf::Uint64 size = file.GetSize();
packet << size;
if (size == 0)
return true;
std::vector<u8> in_buffer(NETPLAY_LZO_IN_LEN);
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // EOF
if (!file.ReadBytes(in_buffer.data(), cur_len))
{
PanicAlertT("Error reading file: %s", file_path.c_str());
return false;
}
if (lzo1x_1_compress(in_buffer.data(), cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
bool NetPlayServer::CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet)
{
const sf::Uint64 size = in_buffer.size();
packet << size;
if (size == 0)
return true;
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // end of buffer
if (lzo1x_1_compress(&in_buffer[i], cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
u64 NetPlayServer::GetInitialNetPlayRTC() const
{
const auto& config = SConfig::GetInstance();
if (config.bEnableCustomRTC)
return config.m_customRTCValue;
return Common::Timer::GetLocalTimeSinceJan1970();
}
// called from multiple threads
void NetPlayServer::SendToClients(const sf::Packet& packet, const PlayerId skip_pid,
const u8 channel_id)
{
for (auto& p : m_players)
{
if (p.second.pid && p.second.pid != skip_pid)
{
Send(p.second.socket, packet, channel_id);
}
}
}
void NetPlayServer::Send(ENetPeer* socket, const sf::Packet& packet, const u8 channel_id)
{
ENetPacket* epac =
enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(socket, channel_id, epac);
}
void NetPlayServer::KickPlayer(PlayerId player)
{
for (auto& current_player : m_players)
{
if (current_player.second.pid == player)
{
enet_peer_disconnect(current_player.second.socket, 0);
return;
}
}
}
bool NetPlayServer::PlayerHasControllerMapped(const PlayerId pid) const
{
const auto mapping_matches_player_id = [pid](const PlayerId& mapping) { return mapping == pid; };
return std::any_of(m_pad_map.begin(), m_pad_map.end(), mapping_matches_player_id) ||
std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
}
u16 NetPlayServer::GetPort() const
{
return m_server->address.port;
}
// called from ---GUI--- thread
std::unordered_set<std::string> NetPlayServer::GetInterfaceSet() const
{
std::unordered_set<std::string> result;
auto lst = GetInterfaceListInternal();
for (auto list_entry : lst)
result.emplace(list_entry.first);
return result;
}
// called from ---GUI--- thread
std::string NetPlayServer::GetInterfaceHost(const std::string& inter) const
{
char buf[16];
sprintf(buf, ":%d", GetPort());
auto lst = GetInterfaceListInternal();
for (const auto& list_entry : lst)
{
if (list_entry.first == inter)
{
return list_entry.second + buf;
}
}
return "?";
}
// called from ---GUI--- thread
std::vector<std::pair<std::string, std::string>> NetPlayServer::GetInterfaceListInternal() const
{
std::vector<std::pair<std::string, std::string>> result;
#if defined(_WIN32)
#elif defined(ANDROID)
// Android has no getifaddrs for some stupid reason. If this
// functionality ends up actually being used on Android, fix this.
#else
ifaddrs* ifp = nullptr;
char buf[512];
if (getifaddrs(&ifp) != -1)
{
for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next)
{
sockaddr* sa = curifp->ifa_addr;
if (sa == nullptr)
continue;
if (sa->sa_family != AF_INET)
continue;
sockaddr_in* sai = (struct sockaddr_in*)sa;
if (ntohl(((struct sockaddr_in*)sa)->sin_addr.s_addr) == 0x7f000001)
continue;
const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf));
if (ip == nullptr)
continue;
result.emplace_back(std::make_pair(curifp->ifa_name, ip));
}
freeifaddrs(ifp);
}
#endif
if (result.empty())
result.emplace_back(std::make_pair("!local!", "127.0.0.1"));
return result;
}
// called from ---Chunked Data--- thread
void NetPlayServer::ChunkedDataThreadFunc()
{
while (m_do_loop)
{
m_chunked_data_event.Wait();
if (m_abort_chunked_data)
{
// thread-safe clear
while (!m_chunked_data_queue.Empty())
m_chunked_data_queue.Pop();
m_abort_chunked_data = false;
}
while (!m_chunked_data_queue.Empty())
{
if (!m_do_loop)
return;
if (m_abort_chunked_data)
break;
auto& e = m_chunked_data_queue.Front();
const u32 id = m_next_chunked_data_id++;
m_chunked_data_complete_count[id] = 0;
size_t player_count;
{
std::vector<int> players;
if (e.target_mode == TargetMode::Only)
{
players.push_back(e.target_pid);
}
else
{
for (auto& pl : m_players)
{
if (pl.second.pid != e.target_pid)
players.push_back(pl.second.pid);
}
}
player_count = players.size();
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_START);
pac << id << e.title << sf::Uint64{e.packet.getDataSize()};
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
if (e.target_mode == TargetMode::AllExcept && e.target_pid == 1)
m_dialog->ShowChunkedProgressDialog(e.title, e.packet.getDataSize(), players);
}
const bool enable_limit = Config::Get(Config::NETPLAY_ENABLE_CHUNKED_UPLOAD_LIMIT);
const float bytes_per_second =
(std::max(Config::Get(Config::NETPLAY_CHUNKED_UPLOAD_LIMIT), 1u) / 8.0f) * 1024.0f;
const std::chrono::duration<double> send_interval(CHUNKED_DATA_UNIT_SIZE / bytes_per_second);
bool skip_wait = false;
size_t index = 0;
do
{
if (!m_do_loop)
return;
if (m_abort_chunked_data)
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_ABORT);
pac << id;
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
break;
}
if (e.target_mode == TargetMode::Only)
{
if (m_players.find(e.target_pid) == m_players.end())
{
skip_wait = true;
break;
}
}
auto start = std::chrono::steady_clock::now();
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_PAYLOAD);
pac << id;
size_t len = std::min(CHUNKED_DATA_UNIT_SIZE, e.packet.getDataSize() - index);
pac.append(static_cast<const u8*>(e.packet.getData()) + index, len);
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
index += CHUNKED_DATA_UNIT_SIZE;
if (enable_limit)
{
std::chrono::duration<double> delta = std::chrono::steady_clock::now() - start;
std::this_thread::sleep_for(send_interval - delta);
}
} while (index < e.packet.getDataSize());
if (!m_abort_chunked_data)
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_CHUNKED_DATA_END);
pac << id;
ChunkedDataSend(std::move(pac), e.target_pid, e.target_mode);
}
while (m_chunked_data_complete_count[id] < player_count && m_do_loop &&
!m_abort_chunked_data && !skip_wait)
m_chunked_data_complete_event.Wait();
m_chunked_data_complete_count.erase(id);
m_dialog->HideChunkedProgressDialog();
m_chunked_data_queue.Pop();
}
}
}
// called from ---Chunked Data--- thread
void NetPlayServer::ChunkedDataSend(sf::Packet&& packet, const PlayerId pid,
const TargetMode target_mode)
{
if (target_mode == TargetMode::Only)
{
SendAsync(std::move(packet), pid, CHUNKED_DATA_CHANNEL);
}
else
{
SendAsyncToClients(std::move(packet), pid, CHUNKED_DATA_CHANNEL);
}
}
void NetPlayServer::ChunkedDataAbort()
{
m_abort_chunked_data = true;
m_chunked_data_event.Set();
m_chunked_data_complete_event.Set();
}
} // namespace NetPlay