dolphin/Source/Core/Core/NetPlayClient.h
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

212 lines
5.6 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <SFML/Network/Packet.hpp>
#include <array>
#include <map>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <thread>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/SPSCQueue.h"
#include "Common/TraversalClient.h"
#include "Core/NetPlayProto.h"
#include "InputCommon/GCPadStatus.h"
namespace UICommon
{
class GameFile;
}
namespace NetPlay
{
class NetPlayUI
{
public:
virtual ~NetPlayUI() {}
virtual void BootGame(const std::string& filename) = 0;
virtual void StopGame() = 0;
virtual bool IsHosting() const = 0;
virtual void Update() = 0;
virtual void AppendChat(const std::string& msg) = 0;
virtual void OnMsgChangeGame(const std::string& filename) = 0;
virtual void OnMsgStartGame() = 0;
virtual void OnMsgStopGame() = 0;
virtual void OnPadBufferChanged(u32 buffer) = 0;
virtual void OnDesync(u32 frame, const std::string& player) = 0;
virtual void OnConnectionLost() = 0;
virtual void OnConnectionError(const std::string& message) = 0;
virtual void OnTraversalError(TraversalClient::FailureReason error) = 0;
virtual void OnSaveDataSyncFailure() = 0;
virtual bool IsRecording() = 0;
virtual std::string FindGame(const std::string& game) = 0;
virtual std::shared_ptr<const UICommon::GameFile> FindGameFile(const std::string& game) = 0;
virtual void ShowMD5Dialog(const std::string& file_identifier) = 0;
virtual void SetMD5Progress(int pid, int progress) = 0;
virtual void SetMD5Result(int pid, const std::string& result) = 0;
virtual void AbortMD5() = 0;
};
enum class PlayerGameStatus
{
Unknown,
Ok,
NotFound
};
class Player
{
public:
PlayerId pid;
std::string name;
std::string revision;
u32 ping;
PlayerGameStatus game_status;
};
class NetPlayClient : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsync(sf::Packet&& packet);
NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
const std::string& name, const NetTraversalConfig& traversal_config);
~NetPlayClient();
void GetPlayerList(std::string& list, std::vector<int>& pid_list);
std::vector<const Player*> GetPlayers();
const NetSettings& GetNetSettings() const;
// Called from the GUI thread.
bool IsConnected() const { return m_is_connected; }
bool StartGame(const std::string& path);
bool StopGame();
void Stop();
bool ChangeGame(const std::string& game);
void SendChatMessage(const std::string& msg);
void RequestStopGame();
// Send and receive pads values
bool WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode);
bool GetNetPads(int pad_nb, GCPadStatus* pad_status);
void OnTraversalStateChanged() override;
void OnConnectReady(ENetAddress addr) override;
void OnConnectFailed(u8 reason) override;
bool IsFirstInGamePad(int ingame_pad) const;
int NumLocalPads() const;
int InGamePadToLocalPad(int ingame_pad) const;
int LocalPadToInGamePad(int localPad) const;
static void SendTimeBase();
bool DoAllPlayersHaveGame();
const PadMappingArray& GetPadMapping() const;
const PadMappingArray& GetWiimoteMapping() const;
protected:
void ClearBuffers();
struct
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
Common::SPSCQueue<sf::Packet, false> m_async_queue;
std::array<Common::SPSCQueue<GCPadStatus>, 4> m_pad_buffer;
std::array<Common::SPSCQueue<NetWiimote>, 4> m_wiimote_buffer;
NetPlayUI* m_dialog = nullptr;
ENetHost* m_client = nullptr;
ENetPeer* m_server = nullptr;
std::thread m_thread;
std::string m_selected_game;
Common::Flag m_is_running{false};
Common::Flag m_do_loop{true};
unsigned int m_target_buffer_size = 20;
Player* m_local_player = nullptr;
u32 m_current_game = 0;
PadMappingArray m_pad_map;
PadMappingArray m_wiimote_map;
bool m_is_recording = false;
private:
enum class ConnectionState
{
WaitingForTraversalClientConnection,
WaitingForTraversalClientConnectReady,
Connecting,
WaitingForHelloResponse,
Connected,
Failure
};
bool LocalPlayerHasControllerMapped() const;
void SendStartGamePacket();
void SendStopGamePacket();
void SyncSaveDataResponse(bool success);
bool DecompressPacketIntoFile(sf::Packet& packet, const std::string& file_path);
std::optional<std::vector<u8>> DecompressPacketIntoBuffer(sf::Packet& packet);
void UpdateDevices();
void AddPadStateToPacket(int in_game_pad, const GCPadStatus& np, sf::Packet& packet);
void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
unsigned int OnData(sf::Packet& packet);
void Send(const sf::Packet& packet);
void Disconnect();
bool Connect();
void ComputeMD5(const std::string& file_identifier);
void DisplayPlayersPing();
u32 GetPlayersMaxPing() const;
bool m_is_connected = false;
ConnectionState m_connection_state = ConnectionState::Failure;
PlayerId m_pid = 0;
NetSettings m_net_settings{};
std::map<PlayerId, Player> m_players;
std::string m_host_spec;
std::string m_player_name;
bool m_connecting = false;
TraversalClient* m_traversal_client = nullptr;
std::thread m_MD5_thread;
bool m_should_compute_MD5 = false;
Common::Event m_gc_pad_event;
Common::Event m_wii_pad_event;
u8 m_sync_save_data_count = 0;
u8 m_sync_save_data_success_count = 0;
u32 m_timebase_frame = 0;
};
void NetPlay_Enable(NetPlayClient* const np);
void NetPlay_Disable();
} // namespace NetPlay