182 Commits

Author SHA1 Message Date
Connor McLaughlin
664cfb2ca5
Merge pull request #7970 from Techjar/netplay-mii-sync
NetPlay: Synchronize Mii data
2019-04-27 13:26:55 +10:00
Techjar
6d01f34d78 Core/NetPlayClient: Reset GCAdapter device type in UpdateDevices
This will ensure an origin reset is triggered on next boot.
2019-04-13 06:32:45 -04:00
Techjar
1b8eda827b NetPlay: Synchronize Mii data
It's bundled with the Wii saves for simplicity, since it's quite small.
2019-04-08 07:06:21 -04:00
Techjar
7870704087 NetPlay: Fix hosting being stuck if player leaves during pending start
The logic didn't account for the case where a player leaves, so the
host would be left in a dangling state where the UI is disabled but the
game won't start, requiring a full restart of Dolphin to fix.
2019-04-07 06:22:31 -04:00
Techjar
6c393f9ff4 Add imgui golf mode overlay 2019-04-05 07:01:03 -04:00
Techjar
1a12876330 NetPlay: Implement golf mode
This is an extension of host input authority that allows switching the
host (who has zero latency) on the fly, at the further expense of
everyone else's latency. This is useful for turn-based games where the
latency of players not on their turn doesn't matter.

To become the so-called golfer, the player simply presses a hotkey.
When the host is the golfer, latency is identical to normal host input
authority.
2019-04-05 07:01:03 -04:00
Techjar
e2f1da5210 NetPlay: Move host input authority logic to client
This is a prerequisite for golf mode, as the client needs to be in
control of sending pad states.
2019-04-02 08:17:13 -04:00
Techjar
6e5d92e3c3 NetPlay: Synchronize EFB access cache options 2019-03-28 00:53:07 -04:00
JosJuice
5067e96f37 Minor fixes to translatable strings 2019-02-13 18:54:45 +01:00
Jordan Woyak
9c1a8891e5 WiimoteEmu: Code cleanups. 2019-02-02 19:40:31 -06:00
Jordan Woyak
0d1fbe7bbc WiimoteEmu: Major renaming and cleanup. 2019-02-02 19:40:31 -06:00
Tilka
6ec11c6801
Merge pull request #7742 from jordan-woyak/si-device-change-fix
SI: Device change logic fix.
2019-02-03 00:52:23 +00:00
Jordan Woyak
b0cb100958 SI: Device change logic fix. 2019-02-01 06:43:24 -06:00
spycrab
0691971d82 Core: Fix some warnings 2019-01-25 21:21:22 +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
Techjar
2e19efa8d5 NetPlay: Sync Wiimote extension
Small addition of NetPlay code in Core.cpp was needed to set the
extensions at the right time, as init would override them otherwise.
This solution is more elegant than modifying the user's INI files on
game start.
2018-12-05 16:36:44 -05:00
Pierre Bourdon
1805f51d79
Merge pull request #7446 from Techjar/wii-save-full-sync
NetPlay: Add full Wii save sync
2018-11-21 00:22:50 +01:00
JosJuice
46fe0669a5 Minor fixes to netplay sync strings 2018-11-19 19:54:55 +01:00
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
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
c5b4e1a5f6 Improve SFMLHelper
Switch to using additional overloads of sf::Packet, so we can eliminate
some of the messy code and just use the normal syntax for
BigEndianValue.

We can't avoid helper functions with u64 due to SFML's non-standard way
of defining 64-bit integer types.
2018-10-02 05:44:50 -04:00
Shawn Hoffman
d594d4f12f Fix sram accesses. 2018-09-29 22:52:29 -07:00
JosJuice
e0cb56edb9 Reword some translatable strings
We've decided to use the term "Usage Statistics Reporting"
instead of "Analytics" in user-facing strings.
2018-09-08 15:19:01 +02:00
Lioncash
d10a0b440f SFMLHelper: Simplify 64-bit packet reading function and remove 64-bit write function
Now that SFML's packet class can properly handle 64-bit values, we don't
need a helper function just to write values to the packets.
2018-08-27 17:38:07 -04:00
Techjar
1ba834d13c NetPlay: Add additional comments for host input authority mode 2018-08-26 22:28:23 -04:00
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
Pierre Bourdon
0fdb6f4267
Merge pull request #7249 from yourWaifu/discord-rpc-join
Add Discord Join Net Play functionally
2018-08-19 13:43:33 +02:00
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
Lioncash
ac1b48497e NetPlayServer: Make g_initial_netplay_rtc a member variable of NetPlayClient
Behaviorally, this belongs within the netplay client. The server will
always transmit a known RTC value, so it doesn't even need a global for
this. Given the client receives the packet containing said RTC value, we can
store it as a member variable and provide an accessor for reading that
value.

This removes another global variable within the netplay code.
2018-08-03 23:20:16 -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
Lioncash
f209f5f2a4
NetPlayClient: Make the NetSettings instance part of the NetPlayClient class
This is only ever read from externally, so we can expose a getter that ensures that
immutability, while making the actual instance internal. Given the
filling out of these settings depends on packets received by the client
instance, it makes more sense to make it a part of the client itself.

This trims off one lingering global.
2018-07-12 13:55:41 -04:00
spycrab
fc967908ea
Merge pull request #7238 from Techjar/netplay-bundle-pad-states
NetPlay: Bundle multiple local pads into one packet
2018-07-11 11:27:10 +02:00
spycrab
b367cd0331 Core/NetPlay: Add debugging messages 2018-07-10 22:23:49 +02:00
Techjar
f68dbed535 NetPlay: Bundle multiple local pads into one packet
This saves a significant amount of bandwidth with multiple controllers on one client, as most of the packet is just protocol overhead.
2018-07-09 21:37:44 -04:00
spycrab
31d9ca34e3
Merge pull request #7231 from Techjar/netplay-less-timebase
NetPlay: Send timebase packet less frequently
2018-07-09 23:29:46 +02:00
Techjar
98447eae64 NetPlay: Send timebase packet less frequently
This packet is only used by the host to detect desyncs, and we don't really need to know the exact frame we desynced on (unless you're debugging, but you can just recompile for that), so it's perfectly fine to just send it less often. This makes it so the timebase packet is sent only every 60 frames, rather than every frame, which further cuts back on unnecessary bandwidth consumption.
2018-07-08 02:18:17 -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
28ca6fec9a
Merge pull request #7202 from Techjar/better-netplay-errors
Improve NetPlay connection error handling
2018-07-06 12:27:03 +02:00
Techjar
a29cdb5713 Improve NetPlay connection error handling 2018-07-05 17:15:19 -04:00
spycrab
3ab3ba0d99
Merge pull request #7187 from Techjar/netplay-reduce-poll-rate
Add "Reduce Polling Rate" option to NetPlay
2018-07-04 20:49:29 +02:00
spycrab
f7887a442f Qt/NetPlayDialog: Stop games properly 2018-07-04 16:27:16 +02:00