dolphin/Source/Core/Core/NetPlayClient.cpp
2014-01-08 19:42:02 -05:00

924 lines
20 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "NetPlayClient.h"
// for wiimote
#include "HW/WiimoteReal/WiimoteReal.h"
#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
#include "IPC_HLE/WII_IPC_HLE_WiiMote.h"
// for gcpad
#include "HW/SI.h"
#include "HW/SI_DeviceGCController.h"
#include "HW/SI_DeviceGCSteeringWheel.h"
#include "HW/SI_DeviceDanceMat.h"
// for gctime
#include "HW/EXI_DeviceIPL.h"
// for wiimote/ OSD messages
#include "Core.h"
#include "ConfigManager.h"
#include "Movie.h"
#include "HW/WiimoteEmu/WiimoteEmu.h"
std::mutex crit_netplay_client;
static NetPlayClient * netplay_client = NULL;
NetSettings g_NetPlaySettings;
#define RPT_SIZE_HACK (1 << 16)
NetPad::NetPad()
{
nHi = 0x00808080;
nLo = 0x80800000;
}
NetPad::NetPad(const SPADStatus* const pad_status)
{
nHi = (u32)((u8)pad_status->stickY);
nHi |= (u32)((u8)pad_status->stickX << 8);
nHi |= (u32)((u16)pad_status->button << 16);
nHi |= 0x00800000;
nLo = (u8)pad_status->triggerRight;
nLo |= (u32)((u8)pad_status->triggerLeft << 8);
nLo |= (u32)((u8)pad_status->substickY << 16);
nLo |= (u32)((u8)pad_status->substickX << 24);
}
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
// not perfect
if (m_is_running)
StopGame();
if (is_connected)
{
m_do_loop = false;
m_thread.join();
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name) : m_dialog(dialog), m_is_running(false), m_do_loop(true)
{
m_target_buffer_size = 20;
ClearBuffers();
is_connected = false;
// why is false successful? documentation says true is
if (0 == m_socket.Connect(port, address, 5))
{
// send connect message
sf::Packet spac;
spac << NETPLAY_VERSION;
spac << netplay_dolphin_ver;
spac << name;
m_socket.Send(spac);
sf::Packet rpac;
// TODO: make this not hang
m_socket.Receive(rpac);
MessageId error;
rpac >> error;
// got error message
if (error)
{
switch (error)
{
case CON_ERR_SERVER_FULL :
PanicAlertT("The server is full!");
break;
case CON_ERR_VERSION_MISMATCH :
PanicAlertT("The server and client's NetPlay versions are incompatible!");
break;
case CON_ERR_GAME_RUNNING :
PanicAlertT("The server responded: the game is currently running!");
break;
default :
PanicAlertT("The server sent an unknown error message!");
break;
}
m_socket.Close();
}
else
{
rpac >> m_pid;
Player player;
player.name = name;
player.pid = m_pid;
player.revision = netplay_dolphin_ver;
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
m_dialog->Update();
//PanicAlertT("Connection successful: assigned player id: %d", m_pid);
is_connected = true;
m_selector.Add(m_socket);
m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
}
}
else
PanicAlertT("Failed to Connect!");
}
// called from ---NETPLAY--- thread
unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
MessageId mid;
packet >> mid;
switch (mid)
{
case NP_MSG_PLAYER_JOIN :
{
Player player;
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players[player.pid] = player;
}
m_dialog->Update();
}
break;
case NP_MSG_PLAYER_LEAVE :
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.erase(m_players.find(pid));
}
m_dialog->Update();
}
break;
case NP_MSG_CHAT_MESSAGE :
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
// don't need lock to read in this thread
const Player& player = m_players[pid];
// add to gui
std::ostringstream ss;
ss << player.name << '[' << (char)(pid+'0') << "]: " << msg;
m_dialog->AppendChat(ss.str());
}
break;
case NP_MSG_PAD_MAPPING :
{
for (PadMapping i = 0; i < 4; i++)
packet >> m_pad_map[i];
UpdateDevices();
m_dialog->Update();
}
break;
case NP_MSG_WIIMOTE_MAPPING :
{
for (PadMapping i = 0; i < 4; i++)
packet >> m_wiimote_map[i];
m_dialog->Update();
}
break;
case NP_MSG_PAD_DATA :
{
PadMapping map = 0;
NetPad np;
packet >> map >> np.nHi >> np.nLo;
// trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer[map].Push(np);
}
break;
case NP_MSG_WIIMOTE_DATA :
{
PadMapping map = 0;
NetWiimote nw;
u8 size;
packet >> map >> size;
nw.resize(size);
u8* data = new u8[size];
for (unsigned int i = 0; i < size; ++i)
packet >> data[i];
nw.assign(data,data+size);
delete[] data;
// trusting server for good map value (>=0 && <4)
// add to wiimote buffer
m_wiimote_buffer[(unsigned)map].Push(nw);
}
break;
case NP_MSG_PAD_BUFFER :
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
}
break;
case NP_MSG_CHANGE_GAME :
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_selected_game;
}
// update gui
m_dialog->OnMsgChangeGame(m_selected_game);
}
break;
case NP_MSG_START_GAME :
{
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
packet >> m_current_game;
packet >> g_NetPlaySettings.m_CPUthread;
packet >> g_NetPlaySettings.m_CPUcore;
packet >> g_NetPlaySettings.m_DSPEnableJIT;
packet >> g_NetPlaySettings.m_DSPHLE;
packet >> g_NetPlaySettings.m_WriteToMemcard;
int tmp;
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices) tmp;
packet >> tmp;
g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices) tmp;
}
m_dialog->OnMsgStartGame();
}
break;
case NP_MSG_STOP_GAME :
{
m_dialog->OnMsgStopGame();
}
break;
case NP_MSG_DISABLE_GAME :
{
PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You manually stop the game.");
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_is_running = false;
NetPlay_Disable();
}
break;
case NP_MSG_PING :
{
u32 ping_key = 0;
packet >> ping_key;
sf::Packet spac;
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.Send(spac);
}
break;
case NP_MSG_PLAYER_PING_DATA:
{
PlayerId pid;
packet >> pid;
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
m_dialog->Update();
}
break;
default :
PanicAlertT("Unknown message received with id : %d", mid);
break;
}
return 0;
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
while (m_do_loop)
{
if (m_selector.Wait(0.01f))
{
sf::Packet rpac;
switch (m_socket.Receive(rpac))
{
case sf::Socket::Done :
OnData(rpac);
break;
//case sf::Socket::Disconnected :
default :
m_is_running = false;
NetPlay_Disable();
m_dialog->AppendChat("< LOST CONNECTION TO SERVER >");
PanicAlertT("Lost connection to server!");
m_do_loop = false;
break;
}
}
}
m_socket.Close();
return;
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayerList(std::string& list, std::vector<int>& pid_list)
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::ostringstream ss;
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
{
const Player *player = &(i->second);
ss << player->name << "[" << (int)player->pid << "] : " << player->revision << " | ";
for (unsigned int j = 0; j < 4; j++)
{
if (m_pad_map[j] == player->pid)
ss << j + 1;
else
ss << '-';
}
for (unsigned int j = 0; j < 4; j++)
{
if (m_wiimote_map[j] == player->pid)
ss << j + 1;
else
ss << '-';
}
ss << " | " << player->ping << "ms\n";
pid_list.push_back(player->pid);
}
list = ss.str();
}
// called from ---GUI--- thread
void NetPlayClient::GetPlayers(std::vector<const Player *> &player_list)
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::map<PlayerId, Player>::const_iterator
i = m_players.begin(),
e = m_players.end();
for ( ; i!=e; ++i)
{
const Player *player = &(i->second);
player_list.push_back(player);
}
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << msg;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.Send(spac);
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping in_game_pad, const NetPad& np)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << in_game_pad;
spac << np.nHi << np.nLo;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.Send(spac);
}
// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << in_game_pad;
spac << (u8)nw.size();
for (auto it : nw)
{
spac << it;
}
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.Send(spac);
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string &path)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
// tell server i started the game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_current_game;
spac << (char *)&g_NetPlaySettings;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_socket.Send(spac);
if (m_is_running)
{
PanicAlertT("Game is already running!");
return false;
}
m_dialog->AppendChat(" -- STARTING GAME -- ");
m_is_running = true;
NetPlay_Enable(this);
ClearBuffers();
if (m_dialog->IsRecording())
{
if (Movie::IsReadOnly())
Movie::SetReadOnly(false);
u8 controllers_mask = 0;
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] > 0)
controllers_mask |= (1 << i);
if (m_wiimote_map[i] > 0)
controllers_mask |= (1 << (i + 4));
}
Movie::BeginRecordingInput(controllers_mask);
}
// boot game
m_dialog->BootGame(path);
UpdateDevices();
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
{
for (unsigned int i = 0; i < 4; ++i)
WiimoteReal::ChangeWiimoteSource(i, m_wiimote_map[i] > 0 ? WIIMOTE_SRC_EMU : WIIMOTE_SRC_NONE);
// Needed to prevent locking up at boot if (when) the wiimotes connect out of order.
NetWiimote nw;
nw.resize(4, 0);
for (unsigned int w = 0; w < 4; ++w)
{
if (m_wiimote_map[w] != -1)
// probably overkill, but whatever
for (unsigned int i = 0; i < 7; ++i)
m_wiimote_buffer[w].Push(nw);
}
}
return true;
}
// called from ---GUI--- thread
bool NetPlayClient::ChangeGame(const std::string&)
{
return true;
}
// called from ---NETPLAY--- thread
void NetPlayClient::UpdateDevices()
{
for (PadMapping i = 0; i < 4; i++)
{
// XXX: add support for other device types? does it matter?
SerialInterface::AddDevice(m_pad_map[i] > 0 ? SIDEVICE_GC_CONTROLLER : SIDEVICE_NONE, i);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::ClearBuffers()
{
// clear pad buffers, Clear method isn't thread safe
for (unsigned int i=0; i<4; ++i)
{
while (m_pad_buffer[i].Size())
m_pad_buffer[i].Pop();
while (m_wiimote_buffer[i].Size())
m_wiimote_buffer[i].Pop();
}
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
{
// The interface for this is extremely silly.
//
// Imagine a physical device that links three Gamecubes together
// and emulates NetPlay that way. Which Gamecube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual Gamecube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three gamecubes, then every single
// controller should be plugged into slot 1.
//
// If you have a 4P game, then one of the Gamecubes will have
// a controller plugged into slot 1, and another in slot 2.
//
// The slot number is the "local" pad number, and what player
// it actually means is the "in-game" pad number.
//
// The interface here gives us the status of local pads, and
// expects to get back "in-game" pad numbers back in response.
// e.g. it asks "here's the input that slot 1 has, and by the
// way, what's the state of P1?"
//
// We should add this split between "in-game" pads and "local"
// pads higher up.
int in_game_num = LocalPadToInGamePad(pad_nb);
// If this in-game pad is one of ours, then update from the
// information given.
if (in_game_num < 4)
{
NetPad np(pad_status);
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_pad_buffer[in_game_num].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[in_game_num].Push(np);
// send
SendPadState(in_game_num, np);
}
}
// Now, we need to swap out the local value with the values
// retrieved from NetPlay. This could be the value we pushed
// above if we're configured as P1 and the code is trying
// to retrieve data for slot 1.
while (!m_pad_buffer[pad_nb].Pop(*netvalues))
{
if (!m_is_running)
return false;
// TODO: use a condition instead of sleeping
Common::SleepCurrentThread(1);
}
SPADStatus tmp;
tmp.stickY = ((u8*)&netvalues->nHi)[0];
tmp.stickX = ((u8*)&netvalues->nHi)[1];
tmp.button = ((u16*)&netvalues->nHi)[1];
tmp.substickX = ((u8*)&netvalues->nLo)[3];
tmp.substickY = ((u8*)&netvalues->nLo)[2];
tmp.triggerLeft = ((u8*)&netvalues->nLo)[1];
tmp.triggerRight = ((u8*)&netvalues->nLo)[0];
if (Movie::IsRecordingInput())
{
Movie::RecordInput(&tmp, pad_nb);
Movie::InputUpdate();
}
else
{
Movie::CheckPadStatus(&tmp, pad_nb);
}
return true;
}
// called from ---CPU--- thread
bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
{
NetWiimote nw;
static u8 previousSize[4] = {4,4,4,4};
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
// in game mapping for this local wiimote
unsigned int in_game_num = LocalWiimoteToInGameWiimote(_number);
// does this local wiimote map in game?
if (in_game_num < 4)
{
if (previousSize[in_game_num] == size)
{
nw.assign(data, data + size);
do
{
// add to buffer
m_wiimote_buffer[in_game_num].Push(nw);
SendWiimoteState(in_game_num, nw);
} while (m_wiimote_buffer[in_game_num].Size() <= m_target_buffer_size * 200 / 120); // TODO: add a seperate setting for wiimote buffer?
}
else
{
while (m_wiimote_buffer[in_game_num].Size() > 0)
{
// Reporting mode changed, so previous buffer is no good.
m_wiimote_buffer[in_game_num].Pop();
}
nw.resize(size, 0);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
m_wiimote_buffer[in_game_num].Push(nw);
previousSize[in_game_num] = size;
}
}
} // unlock players
while (previousSize[_number] == size && !m_wiimote_buffer[_number].Pop(nw))
{
// wait for receiving thread to push some data
Common::SleepCurrentThread(1);
if (false == m_is_running)
return false;
}
// Use a blank input, since we may not have any valid input.
if (previousSize[_number] != size)
{
nw.resize(size, 0);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
m_wiimote_buffer[_number].Push(nw);
}
// We should have used a blank input last time, so now we just need to pop through the old buffer, until we reach a good input
if (nw.size() != size)
{
u8 tries = 0;
// Clear the buffer and wait for new input, since we probably just changed reporting mode.
while (nw.size() != size)
{
while (!m_wiimote_buffer[_number].Pop(nw))
{
Common::SleepCurrentThread(1);
if (false == m_is_running)
return false;
}
++tries;
if (tries > m_target_buffer_size * 200 / 120)
break;
}
// If it still mismatches, it surely desynced
if (size != nw.size())
{
PanicAlert("Netplay has desynced. There is no way to recover from this.");
return false;
}
}
previousSize[_number] = size;
memcpy(data, nw.data(), size);
return true;
}
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlayClient::StopGame()
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
if (false == m_is_running)
{
PanicAlertT("Game isn't running!");
return false;
}
m_dialog->AppendChat(" -- STOPPING GAME -- ");
m_is_running = false;
NetPlay_Disable();
// stop game
m_dialog->StopGame();
return true;
}
void NetPlayClient::Stop()
{
if (m_is_running == false)
return;
bool isPadMapped = false;
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] == m_local_player->pid)
isPadMapped = true;
}
for (unsigned int i = 0; i < 4; ++i)
{
if (m_wiimote_map[i] == m_local_player->pid)
isPadMapped = true;
}
// tell the server to stop if we have a pad mapped in game.
if (isPadMapped)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
m_socket.Send(spac);
}
}
u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
{
// not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid)
return 4;
int local_pad = 0;
int pad = 0;
for (; pad < ingame_pad; pad++)
{
if (m_pad_map[pad] == m_local_player->pid)
local_pad++;
}
return local_pad;
}
u8 NetPlayClient::LocalPadToInGamePad(u8 local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (m_pad_map[ingame_pad] == m_local_player->pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
u8 NetPlayClient::LocalWiimoteToInGameWiimote(u8 local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (m_wiimote_map[ingame_pad] == m_local_player->pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
// stuff hacked into dolphin
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus);
else
return false;
}
bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->WiimoteUpdate(wiimote, data, size);
else
return false;
}
bool CSIDevice_GCSteeringWheel::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
return CSIDevice_GCController::NetPlay_GetInput(numPAD, PadStatus, PADStatus);
}
bool CSIDevice_DanceMat::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
return CSIDevice_GCController::NetPlay_GetInput(numPAD, PadStatus, PADStatus);
}
// called from ---CPU--- thread
// so all players' games get the same time
u32 CEXIIPL::NetPlay_GetGCTime()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return NETPLAY_INITIAL_GCTIME; // watev
else
return 0;
}
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
u8 CSIDevice_GCController::NetPlay_InGamePadToLocalPad(u8 numPAD)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
if (netplay_client)
return netplay_client->InGamePadToLocalPad(numPAD);
else
return numPAD;
}
u8 CSIDevice_GCSteeringWheel::NetPlay_InGamePadToLocalPad(u8 numPAD)
{
return CSIDevice_GCController::NetPlay_InGamePadToLocalPad(numPAD);
}
u8 CSIDevice_DanceMat::NetPlay_InGamePadToLocalPad(u8 numPAD)
{
return CSIDevice_GCController::NetPlay_InGamePadToLocalPad(numPAD);
}
bool NetPlay::IsNetPlayRunning()
{
return netplay_client != NULL;
}
void NetPlay_Enable(NetPlayClient* const np)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = np;
}
void NetPlay_Disable()
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
netplay_client = NULL;
}