Fixed some crashes in netplay, so it actually works :p

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3233 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s
2009-05-14 18:53:59 +00:00
parent 6b9d56bc6b
commit 034e3c72a2
7 changed files with 85 additions and 52 deletions

View File

@ -16,6 +16,7 @@
// http://code.google.com/p/dolphin-emu/
#include "NetWindow.h"
#include "HW/SI_DeviceGCController.h"
NetPlay *NetClass_ptr = NULL;
@ -77,6 +78,7 @@ void NetPlay::OnNetEvent(wxCommandEvent& event)
case HOST_NEWPLAYER:
{
m_numClients++;
m_NetModel = event.GetInt();
}
break;
case CLIENTS_READY:
@ -159,6 +161,7 @@ void NetPlay::LoadGame()
// Enable
NetClass_ptr = this;
m_timer.Start();
m_data_received = false;
// Find corresponding game path
for (int i=0; i < (int)m_paths.size(); i++)
@ -189,43 +192,44 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
netValues[1] |= (u32)((u8)PadStatus.substickY << 16);
netValues[1] |= (u32)((u8)PadStatus.substickX << 24);
// TODO : actually show this on the GUI :p
// Update the timer and increment total frame number
m_frame++;
m_timer.Update();
if (m_frame == 0)
{
// We make sure everyone's pad is enabled
for (int i = 0; i < m_numClients+1; i++)
SerialInterface::ChangeDevice(SI_GC_CONTROLLER, i);
// We make sure everyone's pad is enabled
for (char i = 0; i < m_numClients; i++)
SerialInterface::ChangeDevice(SI_GC_CONTROLLER, (int)i);
// Better disable unused ports
for (char i = m_numClients; i < 3; i++)
SerialInterface::ChangeDevice(SI_DUMMY, (int)i);
// Better disable unused ports
for (int i = m_numClients+1; i < 4; i++)
SerialInterface::ChangeDevice(SI_DUMMY, i);
}
if (m_NetModel == 0 && m_numClients == 1) // Use P2P Model
{
if (padnb == 0)
{
// TODO : actually show this on the GUI :p
// Update the timer and increment total frame number
m_frame++;
m_timer.Update();
#ifdef NET_DEBUG
char sent[64];
sprintf(sent, "Sent Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(sent));
#endif
unsigned char init_value = 0xA1;
unsigned char recv_value = 0;
unsigned char player = 0;
if (m_isHosting == 1) {
// Send pads values
m_sock_server->Write(0, (const char*)&init_value, 1);
m_sock_server->Write(0, (const char*)netValues, 8);
player = 0; // Host is player 1
}
else {
// Send pads values
m_sock_client->Write((const char*)&init_value, 1);
m_sock_client->Write((const char*)netValues, 8);
player = 1; // Client is player 2
player = 1;
}
if (!m_data_received)
@ -236,24 +240,28 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
// Try to read from peer...
if (m_isHosting == 1)
m_data_received = m_sock_server->isNewPadData(0, m_data_received);
m_data_received = m_sock_server->isNewPadData(0, false);
else
m_data_received = m_sock_client->isNewPadData(0, m_data_received);
m_data_received = m_sock_client->isNewPadData(0, false);
if (m_data_received)
{
// Set our practical frame delay
m_frameDelay = m_loopframe;
m_loopframe = 0;
// First Data has been received !
m_Logging->AppendText(_("** Data received from Peer. Starting Sync !"));
// Set our practical frame delay
if (recv_value == 0xA1) // init number
{
m_frameDelay = m_loopframe;
m_loopframe = 0;
m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
}
m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
}
else {
if (m_loopframe > 126)
{
m_Logging->AppendText(_("** Ping too high (>2000ms) or connection lost ! \n"));
m_Logging->AppendText(_("** Stopping game... \n"));
BootManager::Stop();
}
m_loopframe++;
return false;
}
@ -269,26 +277,34 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
// (i.e : framerate is too low) we have to wait for it thus slowing down emulation
// Save current pad values, it will be used in 'm_frameDelay' frames :D
int saveslot = (m_loopframe-1 < 0 ? m_frameDelay : m_loopframe-1);
int saveslot = (m_loopframe - 1 < 0 ? m_frameDelay : m_loopframe - 1);
u32 recvedValues[2];
m_pads[player].nHi[saveslot] = netValues[0];
m_pads[player].nLow[saveslot] = netValues[1];
// Read the socket for pad values
if (m_isHosting == 1)
while (!m_sock_server->isNewPadData(netValues, 1)) { /* Wait Data */ }
m_sock_server->isNewPadData(recvedValues, true);
else
while (!m_sock_client->isNewPadData(netValues, 1)) { }
m_sock_client->isNewPadData(recvedValues, true);
if (player == 0)
{
// Store received peer values
m_pads[1].nHi[m_loopframe] = netValues[0];
m_pads[1].nLow[m_loopframe] = netValues[1];
m_pads[1].nHi[m_loopframe] = recvedValues[0];
m_pads[1].nLow[m_loopframe] = recvedValues[1];
// Apply synced pad values
netValues[0] = m_pads[0].nHi[m_loopframe];
netValues[1] = m_pads[0].nLow[m_loopframe];
}
else
{
// Apply received pad values
netValues[0] = recvedValues[0];
netValues[1] = recvedValues[1];
}
}
#ifdef NET_DEBUG
@ -388,38 +404,54 @@ void NetPlay::OnDisconnect(wxCommandEvent& WXUNUSED(event))
bool ClientSide::isNewPadData(u32 *netValues, bool current, bool isVersus)
{
// TODO : adapt it to more than 2 players
wxCriticalSectionLocker lock(m_CriticalSection);
if (current)
{
if (m_data_received)
while (1)
{
if (isVersus) {
m_CriticalSection.Enter();
if (m_data_received && isVersus)
{
netValues[0] = m_netvalues[0][0];
netValues[1] = m_netvalues[0][1];
m_data_received = false;
m_CriticalSection.Leave();
break;
}
m_CriticalSection.Leave();
}
else
return false;
return true;
}
else
wxCriticalSectionLocker lock(m_CriticalSection);
return m_data_received;
}
bool ServerSide::isNewPadData(u32 *netValues, bool current, char client)
{
wxCriticalSectionLocker lock(m_CriticalSection);
if (current)
{
if (m_data_received)
while (1)
{
netValues[0] = m_netvalues[client][0];
netValues[1] = m_netvalues[client][1];
m_CriticalSection.Enter();
if (m_data_received)
{
netValues[0] = m_netvalues[client][0];
netValues[1] = m_netvalues[client][1];
m_data_received = false;
m_CriticalSection.Leave();
break;
}
m_CriticalSection.Leave();
}
else
return false;
return true;
}
else
wxCriticalSectionLocker lock(m_CriticalSection);
return m_data_received;
}