dolphin/Source/Core/DolphinWX/Src/NetFunctions.cpp
sl1nk3.s 176d528719 Introducing Netplay, currently not extremely polished, and not yet fully tested..
Thanks to shuffle2 for fixing the linux build on an earlier version, still pending other linux fixes :P

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3220 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 21:50:24 +00:00

427 lines
11 KiB
C++

// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "NetWindow.h"
NetPlay *NetClass_ptr = NULL;
void NetPlay::IsGameFound(unsigned char * ptr, std::string m_selected)
{
m_critical.Enter();
m_selectedGame = m_selected;
if (m_games.find(m_selected) != std::string::npos)
{
*ptr = 0x1F;
}
else
*ptr = 0x1A;
m_critical.Leave();
}
void NetPlay::OnNetEvent(wxCommandEvent& event)
{
switch (event.GetId())
{
case HOST_FULL:
{
AppendText(_(" Server is Full !\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
}
break;
case HOST_ERROR:
{
if (m_isHosting == 0)
{
AppendText(_("ERROR : Network Error !\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
}
else
{
m_numClients--;
AppendText( wxString::Format(wxT("ERROR : Network Error !\n"
"*Player : %s has been dropped from the game.\n\n"),
event.GetString().mb_str()) );
}
}
break;
case HOST_DISCONNECTED:
{
// Event sent from Client's thread, it means that the thread
// has been killed and so we tell the GUI thread.
AppendText(_("*Connection to Host lost.\n*You have been Disconnected.\n\n"));
m_isHosting = 2;
}
break;
case HOST_PLAYERLEFT:
{
m_numClients--;
}
break;
case HOST_NEWPLAYER:
{
m_numClients++;
}
break;
case CLIENTS_READY:
{
m_clients_ready = true;
if (m_ready || event.GetInt())
LoadGame();
}
break;
case CLIENTS_NOTREADY:
{
m_clients_ready = false;
}
break;
case GUI_UPDATE:
UpdateNetWindow(false);
break;
case ADD_TEXT:
AppendText(event.GetString());
break;
case ADD_INFO:
UpdateNetWindow(true, event.GetString());
break;
}
}
void ServerSide::IsEveryoneReady()
{
int nb_ready = 0;
for (int i=0; i < m_numplayers ; i++)
if (m_client[i].ready)
nb_ready++;
if (nb_ready == m_numplayers)
Event->SendEvent(CLIENTS_READY);
else
Event->SendEvent(CLIENTS_NOTREADY);
}
// Actual Core function which is called on every frame
int CSIDevice_GCController::GetNetInput(u8 numPAD, SPADStatus PadStatus, u32 *PADStatus)
{
if (NetClass_ptr != NULL)
return NetClass_ptr->GetNetPads(numPAD, PadStatus, PADStatus) ? 1 : 0;
else
return 2;
}
void NetPlay::LoadGame()
{
// Two implementations, one "p2p" implementation which sends to peer
// and receive from peer 2 players max. and another which uses server model
// and always sends to the server which then send it back to all the clients
// -> P2P model is faster, but is limited to 2 players
// -> Server model is slower, but supports up to 4 players
m_Logging->AppendText(_("** Everyone is ready... Loading Game ! **\n"));
// Tell clients everyone is ready...
if (m_isHosting == 1)
{
unsigned char value = 0x50;
for (int i=0; i < m_numClients ; i++)
m_sock_server->Write(i, (const char*)&value, 1);
}
// TODO : Throttle should be on by default, to avoid stuttering
//soundStream->GetMixer()->SetThrottle(true);
int line_p = 0;
int line_n = 0;
std::string tmp = m_games.substr(0, m_games.find(m_selectedGame));
for (int i=0; i < (int)tmp.size(); i++)
if (tmp.c_str()[i] == '\n')
line_n++;
// Enable
NetClass_ptr = this;
m_timer.Start();
// Find corresponding game path
for (int i=0; i < (int)m_paths.size(); i++)
{
if (m_paths.c_str()[i] == '\n')
line_p++;
if (line_n == line_p) {
// Game path found, get its string
int str_pos = line_p > 0 ? i+1 : i;
int str_end = (int)m_paths.find('\n', str_pos);
// Boot the selected game
BootManager::BootCore(m_paths.substr(str_pos, str_end - str_pos));
break;
}
}
}
bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
{
// Store current pad status in netValues[]
netValues[0] = (u32)((u8)PadStatus.stickY);
netValues[0] |= (u32)((u8)PadStatus.stickX << 8);
netValues[0] |= (u32)((u16)PadStatus.button << 16);
netValues[0] |= 0x00800000;
netValues[1] = (u8)PadStatus.triggerRight;
netValues[1] |= (u32)((u8)PadStatus.triggerLeft << 8);
netValues[1] |= (u32)((u8)PadStatus.substickY << 16);
netValues[1] |= (u32)((u8)PadStatus.substickX << 24);
// TODO : actually show this on the GUI :p
// Update the timer and increment total frame number
m_frame++;
m_timer.Update();
// We make sure everyone's pad is enabled
for (char i = 0; i < m_numClients; i++)
SerialInterface::ChangeDevice(SI_GC_CONTROLLER, (int)i);
// Better disable unused ports
for (char i = m_numClients; i < 3; i++)
SerialInterface::ChangeDevice(SI_DUMMY, (int)i);
if (m_NetModel == 0 && m_numClients == 1) // Use P2P Model
{
if (padnb == 0)
{
#ifdef NET_DEBUG
char sent[64];
sprintf(sent, "Sent Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(sent));
#endif
unsigned char init_value = 0xA1;
unsigned char recv_value = 0;
unsigned char player = 0;
if (m_isHosting == 1) {
// Send pads values
m_sock_server->Write(0, (const char*)&init_value, 1);
m_sock_server->Write(0, (const char*)netValues, 8);
player = 0; // Host is player 1
}
else {
// Send pads values
m_sock_client->Write((const char*)&init_value, 1);
m_sock_client->Write((const char*)netValues, 8);
player = 1; // Client is player 2
}
if (!m_data_received)
{
// Save pad values
m_pads[player].nHi[m_loopframe] = netValues[0];
m_pads[player].nLow[m_loopframe] = netValues[1];
// Try to read from peer...
if (m_isHosting == 1)
m_data_received = m_sock_server->isNewPadData(0, m_data_received);
else
m_data_received = m_sock_client->isNewPadData(0, m_data_received);
if (m_data_received)
{
// First Data has been received !
m_Logging->AppendText(_("** Data received from Peer. Starting Sync !"));
// Set our practical frame delay
if (recv_value == 0xA1) // init number
{
m_frameDelay = m_loopframe;
m_loopframe = 0;
m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
}
}
else {
m_loopframe++;
return false;
}
}
if (m_data_received)
{
// We have successfully received the data, now use it...
// If we received data, we can update our pads on each frame, here's the behaviour :
// we received our init number, so we should receive our pad values on each frames
// with a frame delay of 'm_frameDelay' frames from the peer. So here, we just wait
// for the pad status. note : if the peer can't keep up, sending the values
// (i.e : framerate is too low) we have to wait for it thus slowing down emulation
// Save current pad values, it will be used in 'm_frameDelay' frames :D
int saveslot = (m_loopframe-1 < 0 ? m_frameDelay : m_loopframe-1);
m_pads[player].nHi[saveslot] = netValues[0];
m_pads[player].nLow[saveslot] = netValues[1];
// Read the socket for pad values
if (m_isHosting == 1)
while (!m_sock_server->isNewPadData(netValues, 1)) { /* Wait Data */ }
else
while (!m_sock_client->isNewPadData(netValues, 1)) { }
if (player == 0)
{
// Store received peer values
m_pads[1].nHi[m_loopframe] = netValues[0];
m_pads[1].nLow[m_loopframe] = netValues[1];
// Apply synced pad values
netValues[0] = m_pads[0].nHi[m_loopframe];
netValues[1] = m_pads[0].nLow[m_loopframe];
}
}
#ifdef NET_DEBUG
char usedval[64];
sprintf(usedval, "Player 1 Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(usedval));
#endif
return true;
}
else if (padnb == 1)
{
if (m_data_received)
{
netValues[0] = m_pads[1].nHi[m_loopframe];
netValues[1] = m_pads[1].nLow[m_loopframe];
// Reset the loop to avoid reading unused values
if (m_loopframe == m_frameDelay)
m_loopframe = 0;
else
m_loopframe++;
}
else
return false;
#ifdef NET_DEBUG
char usedval[64];
sprintf(usedval, "Player 2 Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
m_Logging->AppendText(wxString::FromAscii(usedval));
#endif
return true;
}
}
else
{
// TODO : :D
return false;
}
return false;
}
void NetPlay::ChangeSelectedGame(std::string game)
{
wxCriticalSectionLocker lock(m_critical);
if (m_isHosting == 0)
{
m_selectedGame = game;
return;
}
if (game != m_selectedGame)
{
unsigned char value = 0x35;
int game_size = game.size();
// Send command then Game String
for (int i=0; i < m_numClients ; i++)
{
m_sock_server->Write(i, (const char*)&value, 1); // 0x35 -> Change game
m_sock_server->Write(i, (const char*)&game_size, 4);
//m_sock_server->Write(i, m_selectedGame.c_str(), game_size + 1);
m_sock_server->Write(i, game.c_str(), game_size + 1);
}
m_selectedGame = game;
UpdateNetWindow(false);
m_Logging->AppendText(wxString::Format(wxT("*Game has been changed to : %s\n"), game.c_str()));
}
}
void NetPlay::OnQuit(wxCloseEvent& WXUNUSED(event))
{
NetClass_ptr = NULL;
// We Kill the threads
if (m_isHosting == 0)
m_sock_client->Delete();
else if (m_isHosting == 1) {
m_sock_server->Delete();
// Stop listening, we're doing it here cause Doing it in the thread
// Cause SFML to crash when built in release build, odd ? :(
m_listensocket.Close();
}
// Destroy the Frame
Destroy();
}
void NetPlay::OnDisconnect(wxCommandEvent& WXUNUSED(event))
{
wxCloseEvent close;
OnQuit(close);
}
bool ClientSide::isNewPadData(u32 *netValues, bool current, bool isVersus)
{
// TODO : adapt it to more than 2 players
wxCriticalSectionLocker lock(m_CriticalSection);
if (current)
{
if (m_data_received)
{
if (isVersus) {
netValues[0] = m_netvalues[0][0];
netValues[1] = m_netvalues[0][1];
}
}
else
return false;
}
return m_data_received;
}
bool ServerSide::isNewPadData(u32 *netValues, bool current, char client)
{
wxCriticalSectionLocker lock(m_CriticalSection);
if (current)
{
if (m_data_received)
{
netValues[0] = m_netvalues[client][0];
netValues[1] = m_netvalues[client][1];
}
else
return false;
}
return m_data_received;
}