diff --git a/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp b/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp
index 7ba24d00ce..c996b60b20 100644
--- a/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp
+++ b/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp
@@ -417,7 +417,7 @@ u32 CEXIIPL::GetGCTime()
#else
// hack in some netplay stuff
- u64 ltime = GetNetGCTime();
+ u64 ltime = NetPlay_GetGCTime();
if (0 == ltime)
ltime = Common::Timer::GetLocalTimeSinceJan1970();
diff --git a/Source/Core/Core/Src/HW/EXI_DeviceIPL.h b/Source/Core/Core/Src/HW/EXI_DeviceIPL.h
index b2e3dcc54f..77b26cade0 100644
--- a/Source/Core/Core/Src/HW/EXI_DeviceIPL.h
+++ b/Source/Core/Core/Src/HW/EXI_DeviceIPL.h
@@ -32,7 +32,7 @@ public:
void DoState(PointerWrap &p);
static u32 GetGCTime();
- static u32 GetNetGCTime();
+ static u32 NetPlay_GetGCTime();
static void Descrambler(u8* data, u32 size);
diff --git a/Source/Core/Core/Src/HW/SI_DeviceGCController.cpp b/Source/Core/Core/Src/HW/SI_DeviceGCController.cpp
index 9020943953..a0df5813d0 100644
--- a/Source/Core/Core/Src/HW/SI_DeviceGCController.cpp
+++ b/Source/Core/Core/Src/HW/SI_DeviceGCController.cpp
@@ -134,7 +134,7 @@ bool CSIDevice_GCController::GetData(u32& _Hi, u32& _Low)
u32 netValues[2] = {0};
int NetPlay = 2;
#if defined(HAVE_WX) && HAVE_WX
- NetPlay = GetNetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues);
+ NetPlay = NetPlay_GetInput(ISIDevice::m_iDeviceNumber, PadStatus, netValues);
#endif
if (NetPlay != 2)
@@ -271,8 +271,13 @@ void CSIDevice_GCController::SendCommand(u32 _Cmd, u8 _Poll)
{
unsigned int uType = command.Parameter1; // 0 = stop, 1 = rumble, 2 = stop hard
unsigned int uStrength = command.Parameter2;
- if (pad->PAD_Rumble)
- pad->PAD_Rumble(ISIDevice::m_iDeviceNumber, uType, uStrength);
+
+ // get the correct pad number that should rumble locally when using netplay
+ const u8 numPAD = NetPlay_GetPadNum(ISIDevice::m_iDeviceNumber);
+
+ if (numPAD < 4)
+ if (pad->PAD_Rumble)
+ pad->PAD_Rumble(numPAD, uType, uStrength);
if (!_Poll)
{
diff --git a/Source/Core/Core/Src/HW/SI_DeviceGCController.h b/Source/Core/Core/Src/HW/SI_DeviceGCController.h
index 61c40fec44..8a8dd0efb7 100644
--- a/Source/Core/Core/Src/HW/SI_DeviceGCController.h
+++ b/Source/Core/Core/Src/HW/SI_DeviceGCController.h
@@ -102,7 +102,8 @@ public:
virtual int RunBuffer(u8* _pBuffer, int _iLength);
// Send and Receive pad input from network
- static int GetNetInput(u8 numPAD, SPADStatus, u32 *PADStatus);
+ static int NetPlay_GetInput(u8 numPAD, SPADStatus, u32 *PADStatus);
+ static u8 NetPlay_GetPadNum(u8 numPAD);
// Return true on new data
virtual bool GetData(u32& _Hi, u32& _Low);
diff --git a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.cpp b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.cpp
index fada6ed971..5f29557ce1 100644
--- a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.cpp
+++ b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.cpp
@@ -494,6 +494,7 @@ u32 CWII_IPC_HLE_Device_usb_oh1_57e_305::Update()
{
if (m_WiiMotes[i].IsConnected() == 3 && m_FreqDividerMote == 150 / (i + 1))
{
+ NetPlay_WiimoteUpdate(i);
CPluginManager::GetInstance().GetWiimote(0)->Wiimote_Update(i);
return true;
}
diff --git a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.h b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.h
index eb7f51e718..1cc46217c4 100644
--- a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.h
+++ b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.h
@@ -95,6 +95,8 @@ public:
void DoState(PointerWrap &p);
+ void NetPlay_WiimoteUpdate(int _number);
+
private:
enum
diff --git a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.cpp b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.cpp
index 39aef08d98..01d641c96b 100644
--- a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.cpp
+++ b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.cpp
@@ -258,6 +258,8 @@ void CWII_IPC_HLE_WiiMote::ExecuteL2capCmd(u8* _pData, u32 _Size)
_dbg_assert_msg_(WII_IPC_WIIMOTE, DoesChannelExist(pHeader->CID), "L2CAP: SendACLPacket to unknown channel %i", pHeader->CID);
CChannelMap::iterator itr= m_Channel.find(pHeader->CID);
+ const int number = NetPlay_GetWiimoteNum(m_ConnectionHandle & 0xFF);
+
Common::PluginWiimote* mote = CPluginManager::GetInstance().GetWiimote(0);
if (itr != m_Channel.end())
{
@@ -269,11 +271,13 @@ void CWII_IPC_HLE_WiiMote::ExecuteL2capCmd(u8* _pData, u32 _Size)
break;
case HID_CONTROL_CHANNEL:
- mote->Wiimote_ControlChannel(m_ConnectionHandle & 0xFF, pHeader->CID, pData, DataSize);
+ if (number < 4)
+ mote->Wiimote_ControlChannel(number, pHeader->CID, pData, DataSize);
break;
case HID_INTERRUPT_CHANNEL:
- mote->Wiimote_InterruptChannel(m_ConnectionHandle & 0xFF, pHeader->CID, pData, DataSize);
+ if (number < 4)
+ mote->Wiimote_InterruptChannel(number, pHeader->CID, pData, DataSize);
break;
default:
@@ -854,6 +858,9 @@ void CWII_IPC_HLE_WiiMote::SendCommandToACL(u8 _Ident, u8 _Code, u8 _CommandLeng
// ---------------------------------------------------
void CWII_IPC_HLE_WiiMote::ReceiveL2capData(u16 scid, const void* _pData, u32 _Size)
{
+ if (NetPlay_WiimoteInput(m_ConnectionHandle & 0xFF, scid, _pData, _Size))
+ return;
+
// Allocate DataFrame
u8 DataFrame[1024];
u32 Offset = 0;
diff --git a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.h b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.h
index 7edba78858..fef983a961 100644
--- a/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.h
+++ b/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_WiiMote.h
@@ -170,6 +170,9 @@ public:
void ExecuteL2capCmd(u8* _pData, u32 _Size); // From CPU
void ReceiveL2capData(u16 scid, const void* _pData, u32 _Size); // From wiimote
+ int NetPlay_GetWiimoteNum(int _number);
+ bool NetPlay_WiimoteInput(int _number, u16 _channelID, const void* _pData, u32& _Size);
+
void EventConnectionAccepted();
void EventDisconnect();
bool EventPagingChanged(u8 _pageMode);
diff --git a/Source/Core/DolphinWX/DolphinWX.vcproj b/Source/Core/DolphinWX/DolphinWX.vcproj
index a8568318aa..d8ebfe24d5 100644
--- a/Source/Core/DolphinWX/DolphinWX.vcproj
+++ b/Source/Core/DolphinWX/DolphinWX.vcproj
@@ -934,6 +934,14 @@
RelativePath=".\Src\NetPlay.h"
>
+
+
+
+
diff --git a/Source/Core/DolphinWX/Src/NetPlay.cpp b/Source/Core/DolphinWX/Src/NetPlay.cpp
index 74ba25b267..e6700e2e4a 100644
--- a/Source/Core/DolphinWX/Src/NetPlay.cpp
+++ b/Source/Core/DolphinWX/Src/NetPlay.cpp
@@ -15,29 +15,27 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
-#include "HW/SI_DeviceGCController.h"
-#include "HW/EXI_DeviceIPL.h"
-
#include "NetPlay.h"
#include "NetWindow.h"
+// for wiimote
+#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
+#include "IPC_HLE/WII_IPC_HLE_WiiMote.h"
+// for gcpad
+#include "HW/SI_DeviceGCController.h"
+// for gctime
+#include "HW/EXI_DeviceIPL.h"
+// to start/stop game
#include "Frame.h"
+// for OSD msgs
+#include "Core.h"
-#include
-
-// this will be removed soon
-#define TEMP_FIXED_BUFFER 20
-
-enum
-{
- CON_ERR_SERVER_FULL = 1,
- CON_ERR_GAME_RUNNING,
- CON_ERR_VERSION_MISMATCH
-};
-
-NetPlay* NetClass_ptr = NULL;
+Common::CriticalSection crit_netplay_ptr;
+static NetPlay* netplay_ptr = NULL;
extern CFrame* main_frame;
+#define RPT_SIZE_HACK (1 << 16)
+
DEFINE_EVENT_TYPE(wxEVT_THREAD)
THREAD_RETURN NetPlayThreadFunc(void* arg)
@@ -46,29 +44,42 @@ THREAD_RETURN NetPlayThreadFunc(void* arg)
return 0;
}
+//CritLocker::CritLocker(Common::CriticalSection& crit)
+// : m_crit(crit)
+//{
+// m_crit.Enter();
+//}
+//
+//CritLocker::~CritLocker()
+//{
+// m_crit.Leave();
+//}
+
+// called from ---GUI--- thread
+NetPlay::NetPlay()
+ : m_is_running(false), m_do_loop(true)
+{
+ m_target_buffer_size = 20;
+ ClearBuffers();
+}
+
+void NetPlay_Enable(NetPlay* const np)
+{
+ CritLocker crit(::crit_netplay_ptr); // probably safe without a lock
+ ::netplay_ptr = np;
+}
+
+void NetPlay_Disable()
+{
+ CritLocker crit(::crit_netplay_ptr);
+ ::netplay_ptr = NULL;
+}
+
+// called from ---GUI--- thread
NetPlay::~NetPlay()
{
- ::NetClass_ptr = NULL;
-}
-
-NetPlayServer::~NetPlayServer()
-{
- if (is_connected)
- {
- m_do_loop = false;
- m_thread->WaitForDeath();
- delete m_thread;
- }
-}
-
-NetPlayClient::~NetPlayClient()
-{
- if (is_connected)
- {
- m_do_loop = false;
- m_thread->WaitForDeath();
- delete m_thread;
- }
+ CritLocker crit(crit_netplay_ptr);
+ ::netplay_ptr = NULL;
}
NetPlay::Player::Player()
@@ -76,322 +87,7 @@ NetPlay::Player::Player()
memset(pad_map, -1, sizeof(pad_map));
}
-NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd, const std::string& game)
-{
- m_dialog = npd;
- m_selected_game = game;
-
- if (m_socket.Listen(port))
- {
- Client player;
- player.pid = 0;
- player.revision = NETPLAY_DOLPHIN_VER;
- player.socket = m_socket;
- player.name = name;
-
- // map local pad 1 to game pad 1
- player.pad_map[0] = 0;
-
- // add self to player list
- m_players[m_socket] = player;
- //PanicAlert("Listening");
-
- UpdateGUI();
-
- is_connected = true;
-
- m_selector.Add(m_socket);
- m_thread = new Common::Thread(NetPlayThreadFunc, this);
- }
- else
- is_connected = false;
-}
-
-NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd)
-{
- m_dialog = npd;
- is_connected = false;
-
- // why is false successful? documentation says true is
- if (0 == m_socket.Connect(port, address))
- {
- // 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 :
- PanicAlert("The server is full!");
- break;
- case CON_ERR_VERSION_MISMATCH :
- PanicAlert("The server and client's NetPlay versions are incompatible!");
- break;
- case CON_ERR_GAME_RUNNING :
- PanicAlert("The server responded: the game is currently running!");
- break;
- default :
- PanicAlert("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;
-
- UpdateGUI();
-
- //PanicAlert("Connection successful: assigned player id: %d", m_pid);
- is_connected = true;
-
- m_selector.Add(m_socket);
- m_thread = new Common::Thread(NetPlayThreadFunc, this);
- }
- }
- else
- PanicAlert("Failed to Connect!");
-
-}
-
-void NetPlayServer::Entry()
-{
- while (m_do_loop)
- {
- const unsigned int num = m_selector.Wait(0.01f);
-
- for (unsigned int i=0; i::reverse_iterator
- i = m_players.rbegin(),
- e = m_players.rend();
- for ( ; i!=e; ++i)
- i->second.socket.Close();
- }
-
- return;
-}
-
-unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
-{
- sf::Packet rpac;
- // TODO: make this not hang / check if good packet
- socket.Receive(rpac);
-
- std::string npver;
- rpac >> npver;
- // dolphin netplay version
- if (npver != NETPLAY_VERSION)
- return CON_ERR_VERSION_MISMATCH;
-
- // game is currently running
- if (m_is_running)
- return CON_ERR_GAME_RUNNING;
-
- // too many players
- if (m_players.size() >= 255)
- return CON_ERR_SERVER_FULL;
-
- Client player;
- player.socket = socket;
- rpac >> player.revision;
- rpac >> player.name;
-
- // give new client first available id
- player.pid = 0;
- std::map::const_iterator
- i,
- e = m_players.end();
- for (PlayerId p = 1; 0 == player.pid; ++p)
- {
- for (i = m_players.begin(); ; ++i)
- {
- if (e == i)
- {
- player.pid = p;
- break;
- }
- if (p == i->second.pid)
- break;
- }
- }
-
- // TODO: this is crappy
- // try to automatically assign new user a pad
- {
- bool is_mapped[4] = {false,false,false,false};
-
- for ( unsigned int m = 0; m<4; ++m)
- {
- for (i = m_players.begin(); i!=e; ++i)
- {
- if (i->second.pad_map[m] >= 0)
- is_mapped[(unsigned)i->second.pad_map[m]] = true;
- }
- }
-
- for ( unsigned int m = 0; m<4; ++m)
- if (false == is_mapped[m])
- {
- player.pad_map[0] = m;
- break;
- }
-
- }
-
- // ENTER
- m_crit.send.Enter();
-
- // send join message to already connected clients
- sf::Packet spac;
- spac << (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 << (MessageId)0;
- spac << player.pid;
- socket.Send(spac);
-
- // send user their pad mapping
- spac.Clear();
- spac << (MessageId)NP_MSG_PAD_MAPPING;
- spac << player.pid;
- for (unsigned int pm = 0; pm<4; ++pm)
- spac << player.pad_map[pm];
- socket.Send(spac);
-
- // send new client the selected game
- spac.Clear();
- spac << (MessageId)NP_MSG_CHANGE_GAME;
- spac << m_selected_game;
- socket.Send(spac);
-
- // sync values with new client
- for (i = m_players.begin(); i!=e; ++i)
- {
- spac.Clear();
- spac << (MessageId)NP_MSG_PLAYER_JOIN;
- spac << i->second.pid << i->second.name << i->second.revision;
- socket.Send(spac);
-
- spac.Clear();
- spac << (MessageId)NP_MSG_PAD_MAPPING;
- spac << i->second.pid;
- for (unsigned int pm = 0; pm<4; ++pm)
- spac << i->second.pad_map[pm];
- socket.Send(spac);
- }
-
- // LEAVE
- m_crit.send.Leave();
-
- // add client to the player list
- m_crit.players.Enter();
- m_players[socket] = player;
- m_crit.players.Leave();
-
- // add client to selector/ used for receiving
- m_selector.Add(socket);
-
- UpdateGUI();
-
- return 0;
-}
-
-unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket)
-{
- if (m_is_running)
- PanicAlert("Disconnect while game is running. Game will likely hang!");
-
- sf::Packet spac;
- spac << (MessageId)NP_MSG_PLAYER_LEAVE;
- spac << m_players[socket].pid;
-
- m_selector.Remove(socket);
-
- m_crit.players.Enter();
- m_players.erase(m_players.find(socket));
- m_crit.players.Leave();
-
- // alert other players of disconnect
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
-
- UpdateGUI();
-
- return 0;
-}
-
+// called from ---NETPLAY--- thread
void NetPlay::UpdateGUI()
{
if (m_dialog)
@@ -401,6 +97,7 @@ void NetPlay::UpdateGUI()
}
}
+// called from ---NETPLAY--- thread
void NetPlay::AppendChatGUI(const std::string& msg)
{
if (m_dialog)
@@ -411,241 +108,7 @@ void NetPlay::AppendChatGUI(const std::string& msg)
}
}
-void NetPlayServer::SendToClients(sf::Packet& packet, const PlayerId skip_pid)
-{
- std::map::iterator
- i = m_players.begin(),
- e = m_players.end();
- for ( ; i!=e; ++i)
- if (i->second.pid && (i->second.pid != skip_pid))
- i->second.socket.Send(packet);
-}
-
-unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
-{
- MessageId mid;
- packet >> 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
- Player& player = m_players[socket];
-
- 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;
-
- m_crit.send.Enter();
- SendToClients(spac, player.pid);
- m_crit.send.Leave();
-
- // add to gui
- std::ostringstream ss;
- ss << player.name << '[' << (char)(player.pid+'0') << "]: " << msg;
-
- AppendChatGUI(ss.str());
- }
- break;
-
- case NP_MSG_PAD_DATA :
- {
- PadMapping map = 0;
- NetPad np;
- packet >> map >> np.nHi >> np.nLo;
-
- // check if client's pad indeed maps in game
- if (map >= 0 && map < 4)
- map = player.pad_map[(unsigned)map];
- else
- map = -1;
-
- // if not, they are hacking, so disconnect them
- // this could happen right after a pad map change, but that isn't implimented yet
- if (map < 0)
- return 1;
-
- // add to pad buffer
- m_crit.buffer.Enter();
- m_pad_buffer[(unsigned)map].push(np);
- m_crit.buffer.Leave();
-
- // relay to clients
- sf::Packet spac;
- spac << (MessageId)NP_MSG_PAD_DATA;
- spac << map; // in game mapping
- spac << np.nHi << np.nLo;
-
- m_crit.send.Enter();
- SendToClients(spac, player.pid);
- m_crit.send.Leave();
- }
- break;
-
- default :
- PanicAlert("Unknown message with id:%d received from player:%d Kicking player!", mid, player.pid);
- // unknown message, kick the client
- return 1;
- break;
- }
-
- return 0;
-}
-
-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;
-
- m_crit.players.Enter();
- m_players[player.pid] = player;
- m_crit.players.Leave();
-
- UpdateGUI();
- }
- break;
-
- case NP_MSG_PLAYER_LEAVE :
- {
- PlayerId pid;
- packet >> pid;
-
- m_crit.players.Enter();
- m_players.erase(m_players.find(pid));
- m_crit.players.Leave();
-
- UpdateGUI();
- }
- 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;
-
- AppendChatGUI(ss.str());
- }
- break;
-
- case NP_MSG_PAD_MAPPING :
- {
- PlayerId pid;
- packet >> pid;
-
- m_crit.players.Enter();
- Player& player = m_players[pid];
-
- for (unsigned int i=0; i<4; ++i)
- packet >> player.pad_map[i];
- m_crit.players.Leave();
-
- UpdateGUI();
- }
- 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_crit.buffer.Enter();
- m_pad_buffer[(unsigned)map].push(np);
- m_crit.buffer.Leave();
- }
- break;
-
- case NP_MSG_CHANGE_GAME :
- {
- m_crit.other.Enter();
- packet >> m_selected_game;
- m_crit.other.Leave();
-
- // update gui
- wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_CHANGE_GAME);
- // TODO: using a wxString in AddPendingEvent from another thread is unsafe i guess?
- evt.SetString(wxString(m_selected_game.c_str(), *wxConvCurrent));
- m_dialog->GetEventHandler()->AddPendingEvent(evt);
- }
- break;
-
- case NP_MSG_START_GAME :
- {
- wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_START_GAME);
- m_dialog->GetEventHandler()->AddPendingEvent(evt);
- }
- break;
-
- case NP_MSG_STOP_GAME :
- {
- wxCommandEvent evt(wxEVT_THREAD, NP_GUI_EVT_STOP_GAME);
- m_dialog->GetEventHandler()->AddPendingEvent(evt);
- }
- break;
-
- default :
- PanicAlert("Unknown message received with id : %d", mid);
- break;
-
- }
-
- return 0;
-}
-
-void NetPlayClient::Entry()
-{
- 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 :
- PanicAlert("Lost connection to server! If the game is running, it will likely hang!");
- m_do_loop = false;
- break;
- }
- }
- }
-
- m_socket.Close();
-
- return;
-}
-
+// called from ---GUI--- thread
std::string NetPlay::Player::ToString() const
{
std::ostringstream ss;
@@ -656,71 +119,8 @@ std::string NetPlay::Player::ToString() const
return ss.str();
}
-void NetPlayClient::GetPlayerList(std::string &list)
-{
- m_crit.players.Enter();
-
- std::ostringstream ss;
-
- std::map::const_iterator
- i = m_players.begin(),
- e = m_players.end();
- for ( ; i!=e; ++i)
- ss << i->second.ToString() << '\n';
-
- list = ss.str();
-
- m_crit.players.Leave();
-}
-
-void NetPlayServer::GetPlayerList(std::string &list)
-{
- m_crit.players.Enter();
-
- std::ostringstream ss;
-
- std::map::const_iterator
- i = m_players.begin(),
- e = m_players.end();
- for ( ; i!=e; ++i)
- ss << i->second.ToString() << '\n';
-
- list = ss.str();
-
- m_crit.players.Leave();
-}
-
-void NetPlayServer::SendChatMessage(const std::string& msg)
-{
- sf::Packet spac;
- spac << (MessageId)NP_MSG_CHAT_MESSAGE;
- spac << (PlayerId)0; // server id always 0
- spac << msg;
-
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
-}
-
-void NetPlayClient::SendChatMessage(const std::string& msg)
-{
- sf::Packet spac;
- spac << (MessageId)NP_MSG_CHAT_MESSAGE;
- spac << msg;
-
- m_crit.send.Enter();
- m_socket.Send(spac);
- m_crit.send.Leave();
-}
-
NetPad::NetPad()
{
- //SPADStatus sp;
- //memset(&sp, 0, sizeof(sp));
- //memset(&sp.stickX, 0x80, 4);
- //*this = NetPad(&sp);
-
- // i'd rather do something like this
nHi = 0x00808080;
nLo = 0x80800000;
}
@@ -737,146 +137,127 @@ NetPad::NetPad(const SPADStatus* const pad_status)
nLo |= (u32)((u8)pad_status->substickX << 24);
}
-bool NetPlayServer::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
+// called from ---NETPLAY--- thread
+void NetPlay::ClearBuffers()
{
- m_crit.players.Enter();
+ // clear pad buffers, no clear method ?
+ for (unsigned int i=0; i<4; ++i)
+ {
+ while (m_pad_buffer[i].size())
+ m_pad_buffer[i].pop();
+ }
+}
- // in game mapping for this local pad, kinda silly method
- PadMapping in_game_num = m_players[m_socket].pad_map[pad_nb];
+// called from ---CPU--- thread
+bool NetPlay::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
+{
+ m_crit.players.Enter(); // lock players
- // check if this local pad maps in game
- if (in_game_num >= 0)
+ // in game mapping for this local pad
+ unsigned int in_game_num = m_local_player->pad_map[pad_nb];
+
+ // does this local pad map in game?
+ if (in_game_num < 4)
{
NetPad np(pad_status);
- // add to buffer
- m_crit.buffer.Enter();
- m_pad_buffer[(unsigned)in_game_num].push(np);
+ m_crit.buffer.Enter(); // lock buffer
+ // adjust the buffer either up or down
+ 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(pad_nb, np);
+ }
m_crit.buffer.Leave();
-
- // send to clients
- sf::Packet spac;
- spac << (MessageId)NP_MSG_PAD_DATA;
- spac << in_game_num; // in game pad num
- spac << np.nHi << np.nLo;
-
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
}
m_crit.players.Leave();
- // get pad from pad buffer and send to game
- GetBufferedPad(pad_nb, netvalues);
+ //Common::Timer bufftimer;
+ //bufftimer.Start();
- return true;
-}
-
-bool NetPlayServer::ChangeGame(const std::string &game)
-{
- m_crit.other.Enter();
- m_selected_game = game;
-
- // send changed game to clients
- sf::Packet spac;
- spac << (MessageId)NP_MSG_CHANGE_GAME;
- spac << game;
-
- m_crit.players.Enter();
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
- m_crit.players.Leave();
-
- m_crit.other.Leave();
-
- return true;
-}
-
-void NetPlay::GetBufferedPad(const u8 pad_nb, NetPad* const netvalues)
-{
// get padstate from buffer and send to game
- m_crit.buffer.Enter();
+ m_crit.buffer.Enter(); // lock buffer
while (0 == m_pad_buffer[pad_nb].size())
{
m_crit.buffer.Leave();
// wait for receiving thread to push some data
Common::SleepCurrentThread(1);
+ if (false == m_is_running)
+ return false;
m_crit.buffer.Enter();
+
+ // TODO: check the time of bufftimer here,
+ // if it gets pretty high, ask the user if they want to disconnect
+
}
*netvalues = m_pad_buffer[pad_nb].front();
m_pad_buffer[pad_nb].pop();
m_crit.buffer.Leave();
-}
-bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_status, NetPad* const netvalues)
-{
- m_crit.players.Enter();
-
- // in game mapping for this local pad
- PadMapping in_game_num = m_players[m_pid].pad_map[pad_nb];
-
- // does this local pad map in game?
- if (in_game_num >= 0)
- {
- NetPad np(pad_status);
-
- // add to buffer
- m_crit.buffer.Enter();
- m_pad_buffer[(unsigned)in_game_num].push(np);
- m_crit.buffer.Leave();
-
- // send to server
- sf::Packet spac;
- spac << (MessageId)NP_MSG_PAD_DATA;
- spac << (PadMapping)pad_nb; // local pad num
- spac << np.nHi << np.nLo;
-
- m_crit.send.Enter();
- m_socket.Send(spac);
- m_crit.send.Leave();
- }
-
- m_crit.players.Leave();
-
- // get pad from pad buffer and send to game
- GetBufferedPad(pad_nb, netvalues);
+ //u64 hangtime = bufftimer.GetTimeElapsed();
+ //if (hangtime > 10)
+ //{
+ // std::ostringstream ss;
+ // ss << "Pad " << (int)pad_nb << ": Had to wait " << hangtime << "ms for pad data. (increase pad Buffer maybe)";
+ // Core::DisplayMessage(ss.str(), 1000);
+ //}
return true;
}
-bool NetPlayClient::ChangeGame(const std::string &game)
+// called from ---CPU--- thread
+void NetPlay::WiimoteInput(int _number, u16 _channelID, const void* _pData, u32 _Size)
{
- // warning removal
- game.size();
+ //m_crit.players.Enter(); // lock players
- // idk, nothing is needed here
+ //// in game mapping for this local wiimote
+ //unsigned int in_game_num = m_local_player->pad_map[_number]; // just using gc pad_map for now
+
+ //// does this local pad map in game?
+ //if (in_game_num < 4)
+ //{
+ // //NetPad np(pad_status);
+
+ // m_crit.buffer.Enter(); // lock buffer
+ // // adjust the buffer either up or down
+ // //while (m_pad_buffer[in_game_num].size() <= m_target_buffer_size)
+ // {
+ // // add to buffer
+ // //m_wiimote_buffer[in_game_num].push(np);
+
+ // // send
+ // //SendPadState(pad_nb, np);
+ // }
+ // m_crit.buffer.Leave();
+ //}
+
+ //// get pad from pad buffer and send to game
+ //GetBufferedPad(pad_nb, netvalues);
- return true;
}
-bool NetPlayServer::StartGame(const std::string &path)
+// called from ---CPU--- thread
+void NetPlay::WiimoteUpdate(int _number)
{
- if (false == NetPlay::StartGame(path))
- return false;
+ // temporary
+ if (_number)
+ return;
- // tell clients to start game
- sf::Packet spac;
- spac << (MessageId)NP_MSG_START_GAME;
+ m_crit.buffer.Enter(); // lock buffer
+ ++m_wiimote_update_frame;
+ m_crit.buffer.Leave();
- m_crit.players.Enter();
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
- m_crit.players.Leave();
-
- return true;
+ // TODO: prolly do some wiimote input here
}
+// called from ---GUI--- thread
bool NetPlay::StartGame(const std::string &path)
{
- m_crit.other.Enter();
+ CritLocker game_lock(m_crit.game); // lock game state
if (m_is_running)
{
@@ -887,35 +268,19 @@ bool NetPlay::StartGame(const std::string &path)
AppendChatGUI(" -- STARTING GAME -- ");
m_is_running = true;
- ::NetClass_ptr = this;
-
- // temporary / testing
- m_crit.buffer.Enter();
- NetPad np;
- for (unsigned int p=0; p<4; ++p)
- {
- // no clear method ?
- while (m_pad_buffer[p].size())
- m_pad_buffer[p].pop();
-
- // temporary
- for (unsigned int i=0; iBootGame(path);
//BootManager::BootCore(path);
- m_crit.other.Leave();
-
return true;
}
+// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlay::StopGame()
{
- m_crit.other.Enter();
+ CritLocker game_lock(m_crit.game); // lock game state
if (false == m_is_running)
{
@@ -925,51 +290,105 @@ bool NetPlay::StopGame()
AppendChatGUI(" -- STOPPING GAME -- ");
+ m_is_running = false;
+ NetPlay_Disable();
+
// stop game
::main_frame->DoStop();
- m_is_running = false;
- ::NetClass_ptr = false;
-
- m_crit.other.Leave();
-
return true;
}
-bool NetPlayServer::StopGame()
+// called from ---CPU--- thread
+u8 NetPlay::GetPadNum(u8 numPAD)
{
- if (false == NetPlay::StopGame())
- return false;
+ // TODO: i don't like that this loop is running everytime there is rumble
+ unsigned int i = 0;
+ for (; i<4; ++i)
+ if (numPAD == m_local_player->pad_map[i])
+ break;
- // tell clients to stop game
- sf::Packet spac;
- spac << (MessageId)NP_MSG_STOP_GAME;
-
- m_crit.players.Enter();
- m_crit.send.Enter();
- SendToClients(spac);
- m_crit.send.Leave();
- m_crit.players.Leave();
-
- return true;
+ return i;
}
+// stuff hacked into dolphin
+
+// called from ---CPU--- thread
// Actual Core function which is called on every frame
-int CSIDevice_GCController::GetNetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
+int CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
- if (NetClass_ptr)
- // TODO: NetClass_ptr could go null here, need a lock
- return NetClass_ptr->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus) ? 1 : 0;
+ CritLocker crit(::crit_netplay_ptr);
+
+ if (::netplay_ptr)
+ return netplay_ptr->GetNetPads(numPAD, &PadStatus, (NetPad*)PADStatus) ? 1 : 0;
else
return 2;
}
+// called from ---CPU--- thread
// so all players' games get the same time
-u32 CEXIIPL::GetNetGCTime()
+u32 CEXIIPL::NetPlay_GetGCTime()
{
- if (NetClass_ptr)
- // TODO: NetClass_ptr could go null here, need a lock
+ CritLocker crit(::crit_netplay_ptr);
+
+ if (::netplay_ptr)
return 1272737767; // 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_GetPadNum(u8 numPAD)
+{
+ CritLocker crit(::crit_netplay_ptr);
+
+ if (::netplay_ptr)
+ return ::netplay_ptr->GetPadNum(numPAD);
+ else
+ return numPAD;
+}
+
+// called from ---CPU--- thread
+// wiimote update / used for frame counting
+void CWII_IPC_HLE_Device_usb_oh1_57e_305::NetPlay_WiimoteUpdate(int _number)
+{
+ CritLocker crit(::crit_netplay_ptr);
+
+ return;
+}
+
+// called from ---CPU--- thread
+//
+int CWII_IPC_HLE_WiiMote::NetPlay_GetWiimoteNum(int _number)
+{
+ CritLocker crit(::crit_netplay_ptr);
+
+ if (::netplay_ptr)
+ return ::netplay_ptr->GetPadNum(_number); // just using gcpad mapping for now
+ else
+ return _number;
+}
+
+// called from ---CPU--- thread
+// intercept wiimote input callback
+bool CWII_IPC_HLE_WiiMote::NetPlay_WiimoteInput(int _number, u16 _channelID, const void* _pData, u32& _Size)
+{
+ CritLocker crit(::crit_netplay_ptr);
+
+ if (::netplay_ptr)
+ {
+ if (_Size >= RPT_SIZE_HACK)
+ {
+ _Size -= RPT_SIZE_HACK;
+ return false;
+ }
+ else
+ {
+ ::netplay_ptr->WiimoteInput(_number, _channelID, _pData, _Size);
+ return true;
+ }
+ }
+ else
+ return false;
+}
diff --git a/Source/Core/DolphinWX/Src/NetPlay.h b/Source/Core/DolphinWX/Src/NetPlay.h
index eb826510fa..1e7ac3f501 100644
--- a/Source/Core/DolphinWX/Src/NetPlay.h
+++ b/Source/Core/DolphinWX/Src/NetPlay.h
@@ -5,6 +5,7 @@
#include "CommonTypes.h"
//#define WIN32_LEAN_AND_MEAN
#include "Thread.h"
+#include "Timer.h"
// hax, i hope something like this isn't needed on non-windows
#define _WINSOCK2API_
@@ -17,6 +18,7 @@
#include