Commit Graph

70 Commits

Author SHA1 Message Date
c2dd2e8a2e Use std::istringstream or std::ostringstream instead of std::stringstream where possible.
This removes std::iostream from the inheritance chain, which reduces
overhead slightly.
2019-12-29 23:45:02 -05:00
c792961000 Common: Unify logging namespace with Common
Previously the logging was a in a little bit of a disarray. Some things
were in namespaces, and other things were not.

Given this code will feature a bit of restructuring during the
transition over to fmt, this is a good time to unify it under a single
namespace and also remove functions and types from the global namespace.

Now, all functions and types are under the Common::Log namespace. The
only outliers being, of course, the preprocessor macros.
2019-11-28 05:13:21 -05:00
cfbabd4c41 SI_Device: Provide proper insertion/extraction operators for SIDevices enum
Allows the enumeration to be safely used with our type parsing
functions.
2019-11-11 07:33:01 -05:00
febd1c3dba Core: Replace usages of StringFromFormat with fmt where applicable
Migrates usages of StringFromFormat over to using fmt.
2019-11-11 07:32:57 -05:00
c268aa3a46 SI: Reduce logging. 2019-08-28 22:16:41 -04:00
62a2611925 SI: Clarify length fields for manual commands
Fix up the calculation of the length fields and check that the returned
response is the expected length. This touches many files because it
converts a parameter name from the SI_Device interface from 'length' to
'request_length'. Prior, this field seemed to be used as request length
sometimes, as response length sometimes, and usually just totally ignored.
2019-07-11 01:29:59 -04:00
d01220e69d SI: CMD_ORIGIN/CMD_RECALIBRATE gets 10 byte reply 2019-07-08 23:08:35 -04:00
37919144c8 SI_DeviceGCAdapter: Stop it being detected as a steering wheel 2019-06-05 23:31:48 -04:00
f74f49383c SI/GCSteeringWheel: Allow simultaneous use of accelerator and brake. 2019-05-10 17:11:43 -05:00
6f84984b7b Use attribute [[fallthrough]] 2019-05-04 23:04:18 +02:00
d97349af0d SI: Replace some unnamed enums with constexpr. 2019-04-23 16:25:09 -05:00
a015851b02 HW/SI: GCAdapter calibration fix. 2019-03-29 06:15:58 -05:00
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
552392e4f6 HW: SI_Device_GCSteeringWheel: Fix handling of force commands. 2019-02-01 06:47:17 -06:00
b0cb100958 SI: Device change logic fix. 2019-02-01 06:43:24 -06:00
a129d60a57 Merge pull request #7762 from jordan-woyak/gcadapter-calibration
HW: SI_Device_GCAdapter: Restore calibration behavior for real gamecube controllers.
2019-01-31 23:47:09 -05:00
cb9896618f HW: SI_Device_GCAdapter: Restore calibration behavior for real gamecube controllers. 2019-01-31 08:38:25 -06:00
c54cc3fa38 HW: SI_Device_GCController: Minor cleanup. Remove a member/state variable that should just be a local variable. 2019-01-31 06:30:06 -06:00
3cd3e84486 SI_DeviceGCController: Calibrate pad origin on boot to perfect neutral values instead of initial input state. 2019-01-22 15:33:04 -06:00
c73adf8d8e Merge pull request #7656 from JMC47/DanceMatFix
Fix Emulated Dance Mat
2019-01-07 13:48:50 -08:00
f8586bb83c Fix Emulated Dance Mat
I have no idea how it got so broken, but this makes it so both the
Active Life and DDR Mario/Wii games can be fully configured.
2018-12-28 17:47:49 -05:00
2765475e7b HW: DK Bongos actual fix 2018-12-28 15:15:29 -06:00
56256d8624 HW: DK Bongos clap fix and cleanup 2018-12-25 11:24:09 -06:00
3825e2e5ff SI: Add 16bit accessors for SI IO buffer
Dolphin has traditionally treated the SI IO buffer (128 bytes) as a set of
32 little endian u32s. This works out fine if you only ever read/write
using aligned 32bit accesses. Different sized accesses or misaligned reads
will mess it up. Byte swapping reads/writes will fix this up, but all the
SI devices that use the SI IO buffer need to be adjusted.
2018-09-11 22:19:13 -04:00
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
168fdf814b Fix analog modes that use 4 bits for c-stick data
Also get rid of a load of unnecessary casts
2018-08-16 02:17:17 -04:00
38e67c0530 NetPlay: Change "Reduce Polling Rate" to poll twice per frame
Some games don't play nice when we poll only once per frame, so we'll poll twice instead.
2018-07-08 06:14:13 -04:00
5adeca4087 Add "Reduce Polling Rate" option to NetPlay
Normally, SI is polled at a rate defined by the game, and we have to send the pad state to other clients on every poll or else we'll desync. This can result in fairly high bandwidth usage, especially with multiple controllers, mostly due to UDP/IP overhead.

This change introduces an option to reduce the SI poll rate to once per frame, which may introduce up to one frame of additional latency, but will reduce bandwidth usage substantially, which is useful for users on very slow internet connections.

Polling SI less frequently than the game asked for did not seem to cause any problems in my testing, so this should be perfectly safe to do.
2018-06-30 13:13:44 -04:00
d1d8300a46 SI: Remove unnecessary declarations of internally linked functions
These aren't dependent on calling order so we can just organize all of the statics together
instead of splitting them up over the file. This also allows us to organize a common spot for
file static variables as well.
2018-04-17 16:33:11 -04:00
eed066e8a7 Core/GC: Fix rumble for "Luigi's Mansion" 2018-04-07 22:13:01 +02:00
c62d83a34b GCPadEmu: only connected if default device connected
This lets Dolphin know if a configured GameCube Controller should actually
be treated as connected or not.

Talked to @JMC47 a bit about this last night. My use-case is that all of
my controllers are the same hardware (Xbox One controllers) so share the
same configuration (modulo device number). Treating them all as always
connected isn't a problem for most games, but in some (Smash Bros.) it
forces me to go find a keyboard/mouse and unconfigure any controllers
that I don't actually have connected. Hotplugging devices (works on macOS,
at least) + this patch remove my need to ever touch the Controller Config
dialog while in a game.

This patch makes the following changes:

- A new `BooleanSetting` in `GCPadEmu` called "Always Connected", which
  defaults to false.
- `ControllerEmu` tracks whether the default device is connected on every
  call to `UpdateReferences()`.
- `GCPadEmu.GetStatus()` now sets err bit to `PAD_ERR_NO_CONTROLLER` if
  the default device isn't connected.
- `SIDevice_GCController` handles `PAD_ERR_NO_CONTROLLER` by imitating the
  behaviour of `SIDevice_Null` (as far as I can tell, this is the only use
  of the error bit from `GCPadStatus`).

I wanted to add an OSD message akin to the ones when Wiimotes get
connected/disconnected, but I haven't yet found where to put the logic.
2017-11-19 16:07:00 +01:00
becb1a744b SI_DeviceGBA: if a client doesn't respond within 1s, disconnect them
Rather than returning 0 / not creating an expected SI interrupt. You can
test this by running VBA-M in a debugger and stopping it while it's
connected to Dolphin: on current master, Dolphin will freeze-up until it
gets a response. With this PR, Dolphin will gracefully disconnect the device, and reconnect if it starts responding again.
2017-07-14 13:57:17 -07:00
f004dfa92b SI_DeviceGBA: use SI_ERROR_NO_RESPONSE when client isn't connected
Slight behavior change, but fills a gaping hole in the state logic.
2017-07-14 13:57:17 -07:00
8dee8e6494 SI_DeviceGBA: extract magic numbers SEND_MAX_SIZE, RECV_MAX_SIZE 2017-07-14 13:57:17 -07:00
05ab03a551 SI_DeviceGBA: make GBASockServer a member instead of parent 2017-07-14 13:57:17 -07:00
ff78327643 SI_DeviceGBA: remove duplication of GBASockServer destructor logic 2017-07-14 13:57:17 -07:00
e6cfc3a75b SI_DeviceGBA: clean up GetTransferTime() 2017-07-14 13:57:17 -07:00
d30e0ea28e GBASockServer: clean up Receive() return value 2017-07-14 13:57:16 -07:00
89ca32daa6 GBASockServer: cleanup GetNextSock and GetNextClock 2017-07-14 13:57:16 -07:00
751377256b Move GBASockServer logging into SI_DeviceGBA 2017-07-14 13:57:16 -07:00
72946a40f6 SI_DeviceGBA: clarify request-response state machine
Inspired by "#5147: GBASockServer: remove m_device_number (fixes
warning)," trying to wrap my head around how this file works.
2017-07-14 13:57:16 -07:00
dd4203bec8 Core: Remove unnecessary includes
Also moves a cpp file's related header file to the top of the inclusions if it isn't already there.
2017-06-15 18:52:22 -04:00
069b70b2b4 SI_Devices: Get rid of pointer casts for ID assignment in RunBuffer
This is actually undefined behavior (pointer casting to a non-char type and
dereferencing it).
2017-04-08 16:36:14 -04:00
0c1d56c16f Core: Hide determinism global
This is only ever queried and not set outside of the Core.cpp, so this
should just be hidden internally and just have a function exposed that
allows querying it.
2017-04-03 14:56:12 -04:00
8669426b0b Merge pull request #5092 from lioncash/namespace
SI: Namespace device classes
2017-03-18 19:30:38 +13:00
6cf3c2262c SI: Convert SI buffer from a C array to std::array
Stronger typing (no implicit pointer decay), nicer aggregate
initialization.

Also gets rid of magic constants where applicable.
2017-03-16 05:37:03 -04:00
bb708397db Merge pull request #5090 from lioncash/si
SI: Minor cleanup
2017-03-16 09:57:04 +01:00
f0eeb3c63a SI: Namespace device classes
Places all of the SI code under the SerialInterface namespace instead of
only the main source file. This keeps all SI code under a common name,
as well as out of the global namespace
2017-03-16 04:41:39 -04:00
a728d858b3 SI: Move MAX_SI_CHANNELS into the SerialInterface namespace
Given this constant is related to the serial interface, it shouldn't be
outside of the namespace.
2017-03-16 01:57:57 -04:00
46991e2bdd SI: Amend variable naming 2017-03-16 01:37:50 -04:00