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Rewrite NetPlayClient input wait logic to use std::condition_variable's
Instead of sleeping in NetPlayClient::GetNetPads and NetPlayClient::WiimoteUpdate, now use std::condition_variable. This allows for finer control over these blocking areas.
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@ -326,6 +326,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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// Trusting server for good map value (>=0 && <4)
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// add to pad buffer
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m_pad_buffer.at(map).Push(pad);
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m_gc_pad_event.Set();
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}
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break;
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@ -344,6 +345,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
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// Trusting server for good map value (>=0 && <4)
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// add to Wiimote buffer
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m_wiimote_buffer.at(map).Push(nw);
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m_wii_pad_event.Set();
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}
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break;
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@ -996,15 +998,18 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
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// Now, we either use the data pushed earlier, or wait for the
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// other clients to send it to us
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while (!m_pad_buffer[pad_nb].Pop(*pad_status))
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while (m_pad_buffer[pad_nb].Size() == 0)
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{
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if (!m_is_running.load())
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{
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return false;
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}
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// TODO: use a condition instead of sleeping
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Common::SleepCurrentThread(1);
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m_gc_pad_event.Wait();
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}
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m_pad_buffer[pad_nb].Pop(*pad_status);
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if (Movie::IsRecordingInput())
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{
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Movie::RecordInput(pad_status, pad_nb);
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@ -1042,14 +1047,19 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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} // unlock players
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while (!m_wiimote_buffer[_number].Pop(nw))
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while (m_wiimote_buffer[_number].Size() == 0)
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{
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// wait for receiving thread to push some data
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Common::SleepCurrentThread(1);
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if (!m_is_running.load())
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{
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return false;
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}
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// wait for receiving thread to push some data
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m_wii_pad_event.Wait();
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}
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m_wiimote_buffer[_number].Pop(nw);
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// If the reporting mode has changed, we just need to pop through the buffer,
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// until we reach a good input
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if (nw.size() != size)
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@ -1057,12 +1067,19 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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u32 tries = 0;
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while (nw.size() != size)
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{
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while (!m_wiimote_buffer[_number].Pop(nw))
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while (m_wiimote_buffer[_number].Size() == 0)
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{
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Common::SleepCurrentThread(1);
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if (!m_is_running.load())
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{
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return false;
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}
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// wait for receiving thread to push some data
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m_wii_pad_event.Wait();
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}
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m_wiimote_buffer[_number].Pop(nw);
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++tries;
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if (tries > m_target_buffer_size * 200 / 120)
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break;
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@ -1083,13 +1100,12 @@ bool NetPlayClient::WiimoteUpdate(int _number, u8* data, const u8 size)
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// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
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bool NetPlayClient::StopGame()
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{
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if (!m_is_running.load())
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{
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PanicAlertT("Game isn't running!");
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return false;
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}
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m_is_running.store(false);
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// stop waiting for input
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m_gc_pad_event.Set();
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m_wii_pad_event.Set();
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NetPlay_Disable();
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// stop game
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@ -1104,6 +1120,12 @@ void NetPlayClient::Stop()
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if (!m_is_running.load())
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return;
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m_is_running.store(false);
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// stop waiting for input
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m_gc_pad_event.Set();
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m_wii_pad_event.Set();
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// Tell the server to stop if we have a pad mapped in game.
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if (LocalPlayerHasControllerMapped())
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SendStopGamePacket();
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@ -14,6 +14,7 @@
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#include <thread>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/FifoQueue.h"
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#include "Common/TraversalClient.h"
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#include "Core/NetPlayProto.h"
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@ -175,6 +176,8 @@ private:
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TraversalClient* m_traversal_client = nullptr;
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std::thread m_MD5_thread;
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bool m_should_compute_MD5 = false;
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Common::Event m_gc_pad_event;
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Common::Event m_wii_pad_event;
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u32 m_timebase_frame = 0;
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};
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