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![JosJuice](/assets/img/avatar_default.png)
Instead of comparing the game ID, revision, disc number and name, we can compare a hash of important parts of the disc including all the aforementioned data but also additional data such as the FST. The primary reason why I'm making this change is to let us catch more desyncs before they happen, but this should also fix https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can now distinguish the case where a client doesn't have the game at all from the case where a client has the wrong version of the game.
201 lines
5.6 KiB
C++
201 lines
5.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <SFML/Network/Packet.hpp>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <queue>
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#include <sstream>
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#include <thread>
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include "Common/Event.h"
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#include "Common/QoSSession.h"
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#include "Common/SPSCQueue.h"
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#include "Common/Timer.h"
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#include "Common/TraversalClient.h"
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#include "Core/NetPlayProto.h"
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#include "Core/SyncIdentifier.h"
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#include "InputCommon/GCPadStatus.h"
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#include "UICommon/NetPlayIndex.h"
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namespace NetPlay
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{
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class NetPlayUI;
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class NetPlayServer : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void SendAsync(sf::Packet&& packet, PlayerId pid, u8 channel_id = DEFAULT_CHANNEL);
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void SendAsyncToClients(sf::Packet&& packet, PlayerId skip_pid = 0,
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u8 channel_id = DEFAULT_CHANNEL);
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void SendChunked(sf::Packet&& packet, PlayerId pid, const std::string& title = "");
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void SendChunkedToClients(sf::Packet&& packet, PlayerId skip_pid = 0,
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const std::string& title = "");
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NetPlayServer(u16 port, bool forward_port, NetPlayUI* dialog,
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const NetTraversalConfig& traversal_config);
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~NetPlayServer();
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bool ChangeGame(const SyncIdentifier& sync_identifier, const std::string& netplay_name);
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bool ComputeMD5(const SyncIdentifier& sync_identifier);
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bool AbortMD5();
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void SendChatMessage(const std::string& msg);
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void SetNetSettings(const NetSettings& settings);
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bool DoAllPlayersHaveIPLDump() const;
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bool StartGame();
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bool RequestStartGame();
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void AbortGameStart();
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PadMappingArray GetPadMapping() const;
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void SetPadMapping(const PadMappingArray& mappings);
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PadMappingArray GetWiimoteMapping() const;
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void SetWiimoteMapping(const PadMappingArray& mappings);
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void AdjustPadBufferSize(unsigned int size);
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void SetHostInputAuthority(bool enable);
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void KickPlayer(PlayerId player);
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u16 GetPort() const;
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std::unordered_set<std::string> GetInterfaceSet() const;
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std::string GetInterfaceHost(const std::string& inter) const;
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bool is_connected = false;
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private:
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class Client
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{
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public:
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PlayerId pid;
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std::string name;
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std::string revision;
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SyncIdentifierComparison game_status;
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bool has_ipl_dump;
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ENetPeer* socket;
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u32 ping;
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u32 current_game;
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Common::QoSSession qos_session;
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bool operator==(const Client& other) const { return this == &other; }
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bool IsHost() const { return pid == 1; }
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};
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enum class TargetMode
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{
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Only,
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AllExcept
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};
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struct AsyncQueueEntry
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{
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sf::Packet packet;
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PlayerId target_pid;
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TargetMode target_mode;
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u8 channel_id;
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};
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struct ChunkedDataQueueEntry
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{
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sf::Packet packet;
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PlayerId target_pid;
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TargetMode target_mode;
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std::string title;
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};
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bool SyncSaveData();
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bool SyncCodes();
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void CheckSyncAndStartGame();
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bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
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bool CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet);
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u64 GetInitialNetPlayRTC() const;
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void SendToClients(const sf::Packet& packet, PlayerId skip_pid = 0,
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u8 channel_id = DEFAULT_CHANNEL);
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void Send(ENetPeer* socket, const sf::Packet& packet, u8 channel_id = DEFAULT_CHANNEL);
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unsigned int OnConnect(ENetPeer* socket, sf::Packet& rpac);
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unsigned int OnDisconnect(const Client& player);
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unsigned int OnData(sf::Packet& packet, Client& player);
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void OnTraversalStateChanged() override;
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void OnConnectReady(ENetAddress) override {}
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void OnConnectFailed(u8) override {}
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void UpdatePadMapping();
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void UpdateWiimoteMapping();
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std::vector<std::pair<std::string, std::string>> GetInterfaceListInternal() const;
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void ChunkedDataThreadFunc();
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void ChunkedDataSend(sf::Packet&& packet, PlayerId pid, const TargetMode target_mode);
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void ChunkedDataAbort();
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void SetupIndex();
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bool PlayerHasControllerMapped(PlayerId pid) const;
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NetSettings m_settings;
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bool m_is_running = false;
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bool m_do_loop = false;
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Common::Timer m_ping_timer;
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u32 m_ping_key = 0;
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bool m_update_pings = false;
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u32 m_current_game = 0;
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unsigned int m_target_buffer_size = 0;
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PadMappingArray m_pad_map;
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PadMappingArray m_wiimote_map;
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unsigned int m_save_data_synced_players = 0;
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unsigned int m_codes_synced_players = 0;
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bool m_saves_synced = true;
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bool m_codes_synced = true;
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bool m_start_pending = false;
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bool m_host_input_authority = false;
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PlayerId m_current_golfer = 1;
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PlayerId m_pending_golfer = 0;
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std::map<PlayerId, Client> m_players;
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std::unordered_map<u32, std::vector<std::pair<PlayerId, u64>>> m_timebase_by_frame;
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bool m_desync_detected;
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struct
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{
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex async_queue_write;
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std::recursive_mutex chunked_data_queue_write;
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} m_crit;
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Common::SPSCQueue<AsyncQueueEntry, false> m_async_queue;
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Common::SPSCQueue<ChunkedDataQueueEntry, false> m_chunked_data_queue;
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SyncIdentifier m_selected_game_identifier;
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std::string m_selected_game_name;
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std::thread m_thread;
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Common::Event m_chunked_data_event;
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Common::Event m_chunked_data_complete_event;
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std::thread m_chunked_data_thread;
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u32 m_next_chunked_data_id;
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std::unordered_map<u32, unsigned int> m_chunked_data_complete_count;
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bool m_abort_chunked_data = false;
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ENetHost* m_server = nullptr;
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TraversalClient* m_traversal_client = nullptr;
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NetPlayUI* m_dialog = nullptr;
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NetPlayIndex m_index;
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};
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} // namespace NetPlay
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