Commit graph

38 commits

Author SHA1 Message Date
Jordan Woyak
bbc6bf5294 Common/Config: Add a utility class to suppress config change callbacks. 2019-03-03 17:35:22 -06:00
Filip Gawin
49fe9f5db1 Use empty instead of size 2019-02-13 00:03:49 +01:00
spycrab
f908612452 DolphinQt: Fix some warnings 2019-01-25 17:21:38 +01:00
Léo Lam
c7373701cc
Merge pull request #7580 from Techjar/netplay-padmapping-type
NetPlay: Remove PadMapping type
2019-01-16 21:57:38 +01:00
JMC47
e6b859a923 Update Netplay Main Page Warnings
We now support automatically syncing most things.  Add Dual Core Netplay
Warning.  Update Wii Remote Netplay string since it now kinda works.
2018-12-26 14:23:43 -05:00
Techjar
9c51439144 Qt/NetPlayDialog: Request game stop when core enters stopping state
This makes it possible to gracefully force stop emulation rather than
having to kill Dolphin completely when NetPlay deadlocks in the input
loop. Without a graceful stop, Wii saves do not get flushed to the main
NAND, and are left in limbo in the temporary NAND.
2018-11-30 03:40:23 -05:00
Techjar
b06b7e5686 NetPlay: Add full Wii save sync
This adds the ability to sync all Wii saves, instead of only the
selected game. Useful for cases like launching a game though GeckoOS.
2018-11-19 06:37:09 -05:00
Techjar
d94922002b NetPlay: Implement chunked data transfer
This sends arbitrary packets in chunks to be reassembled at the other
end, allowing large data transfers to be speed-limited and interleaved
with other packets being sent. It also enables tracking the progress of
large data transfers.
2018-11-19 06:37:09 -05:00
Techjar
529796bd59 NetPlay: Remove PadMapping type
Its usage was inconsistent, confusing, and buggy, so I opted to just
remove it entirely. It has been replaced with PadIndex for the
appropriate instances (mainly networking), and inappropriate usages
(where it was really just a player ID) have been replaced with the
PlayerId type. The definition of "no mapping" has been changed from -1
to 0 to match the defintion of "no player", as -1 (255 unsigned) is
actually a valid player ID.

The bugs never manifested because it only occurs with a full lobby of
255 players, at which point the last player's ID collides with the "no
mapping" definition and some undefined behavior occurs. Nevertheless, I
thought it best to fix it anyways as the usage of PadMapping was
confusing.
2018-11-19 05:45:32 -05:00
Techjar
94d7e7d78a Qt/NetPlayDialog: Add external IP to interface combo box
The interface address isn't particularly useful in most circumstances
(playing over internet), and we have a way to get the external IP now,
so displaying it in the dialog is useful.
2018-11-15 03:29:28 -05:00
Pierre Bourdon
6b7a1ca6d1
Merge pull request #7535 from UnclePunch/synccodes
Netplay: Sync AR and gecko codes with clients
2018-11-13 22:39:25 +01:00
Pierre Bourdon
41333fa971
Merge pull request #7564 from Techjar/netplay-sync-wii-shutdown
NetPlay: Sync power button event
2018-11-13 22:33:59 +01:00
Techjar
ef89e4e70c NetPlay: Sync power button event
This fixes the deadlock on shutdown when Wii Remotes are in use.
2018-11-12 22:32:18 -05:00
Techjar
caf2fc3c3e NetPlay: Sync Defer EFB Copies setting 2018-11-12 20:45:12 -05:00
Vin Bertinelli
469f29350f Netplay: Sync codes
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
2018-10-29 23:00:51 +01:00
Techjar
203ecb534d NetPlay: Fix saving host game selection 2018-10-29 17:01:30 -04:00
Zexaron
550aa93ed0 NetPlay: Properly save Hosting GUI settings 2018-10-13 10:35:42 +02:00
Techjar
f1bc17ab9e Qt/MD5Dialog: Fix pressing enter on NetPlay window causing dialog to close 2018-08-27 08:39:39 -04:00
Pierre Bourdon
9bcd7bfe1e
Merge pull request #7360 from Techjar/netplay-host-input-authority
NetPlay host input authority mode
2018-08-26 23:15:44 +02:00
Techjar
5519efa66e NetPlay host input authority mode
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.
2018-08-26 17:10:23 -04:00
Techjar
1547b185c7 Qt: Switch to QSignalBlocker for scoped signal blocking 2018-08-23 07:11:52 -04:00
Sleepy Flower Girl
158c0d54b1 Force IPv4 on external IP addresses 2018-08-13 21:17:38 -04:00
Sleepy Flower Girl
c2aedb7649 Adds a UI for accepting Discord join requests in Dolphin
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
2018-08-06 16:12:03 -04:00
Sleepy Flower Girl
b7c241ea4c Add Discord Join Net Play functionally 2018-07-31 22:24:10 -04:00
spycrab
2a776bf2b6
Merge pull request #7258 from Techjar/netplay-fix-segfaults
Fix more segfaults on NetPlay quit
2018-07-30 11:52:38 +02:00
Techjar
7036299a92 NetPlay: Improve settings synchronization and UI
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.
2018-07-26 17:23:04 -04:00
Techjar
cfeffdcf42 Fix more segfaults on NetPlay quit
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.
2018-07-21 00:04:14 -04:00
Techjar
4407854e9c NetPlay save data synchronization
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.
2018-07-19 18:09:20 -04:00
spycrab
92f397d0fa
Merge pull request #7255 from Techjar/qt-netplay-message-color
[RFC] Qt/NetPlayDialog: Change own chat message color to better suit dark themes
2018-07-12 17:42:55 +02:00
spycrab
9ab489aab8 Qt/NetPlayDialog: Show alerts when events happen
Displays an alert when you receive a message or a player joins / leaves
2018-07-12 17:33:12 +02:00
Techjar
d85dd287cf Qt/NetPlayDialog: Change own chat message color to better suit dark themes 2018-07-12 06:34:14 -04:00
Lioncash
9b2ffb6221 Qt/GameList: Replace includes with forward declarations where applicable
Avoids dragging in a bunch of includes from the header files, and also
reduces the amount of files that need to be recompiled if one of those
included headers' source content is ever changed.
2018-07-10 16:03:38 -04:00
spycrab
b9960777a7
Merge pull request #7236 from lioncash/fwd
DolphinQt/Settings: Replace includes with forward declarations
2018-07-10 16:24:33 +02:00
spycrab
4f5ea1ad5e
Merge pull request #7232 from Techjar/netplay-reduce-poll-rate-twice
NetPlay: Change "Reduce Polling Rate" to poll twice per frame
2018-07-09 23:29:22 +02:00
Lioncash
b4d91cc612 DolphinQt/Settings: Replace includes with forward declarations
Avoids dragging in netplay-related headers where they aren't explicitly
necessary.
2018-07-09 00:53:13 -04:00
Techjar
38e67c0530 NetPlay: Change "Reduce Polling Rate" to poll twice per frame
Some games don't play nice when we poll only once per frame, so we'll poll twice instead.
2018-07-08 06:14:13 -04:00
Lioncash
675260b0f7
Core: Namespace NetPlay utilities under the NetPlay namespace
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.
2018-07-06 19:53:23 -04:00
spycrab
13ba24c5a6 Move DolphinQt2 to DolphinQt 2018-07-07 00:48:38 +02:00