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https://github.com/dolphin-emu/dolphin.git
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Make netplay's "same game" check more robust
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.
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parent
25ebc3c07c
commit
a41166bb37
34 changed files with 502 additions and 148 deletions
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@ -51,6 +51,7 @@
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#include "Core/IOS/IOS.h"
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#include "Core/IOS/Uids.h"
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#include "Core/NetPlayClient.h" //for NetPlayUI
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#include "Core/SyncIdentifier.h"
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#include "DiscIO/Enums.h"
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#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
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#include "InputCommon/GCPadStatus.h"
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@ -182,7 +183,7 @@ void NetPlayServer::SetupIndex()
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session.region = Config::Get(Config::NETPLAY_INDEX_REGION);
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session.has_password = !Config::Get(Config::NETPLAY_INDEX_PASSWORD).empty();
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session.method = m_traversal_client ? "traversal" : "direct";
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session.game_id = m_selected_game.empty() ? "UNKNOWN" : m_selected_game;
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session.game_id = m_selected_game_name.empty() ? "UNKNOWN" : m_selected_game_name;
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session.player_count = static_cast<int>(m_players.size());
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session.in_game = m_is_running;
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session.port = GetPort();
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@ -238,7 +239,7 @@ void NetPlayServer::ThreadFunc()
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SendToClients(spac);
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m_index.SetPlayerCount(static_cast<int>(m_players.size()));
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m_index.SetGame(m_selected_game);
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m_index.SetGame(m_selected_game_name);
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m_index.SetInGame(m_is_running);
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m_update_pings = false;
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@ -348,6 +349,20 @@ void NetPlayServer::ThreadFunc()
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}
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} // namespace NetPlay
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static void SendSyncIdentifier(sf::Packet& spac, const SyncIdentifier& sync_identifier)
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{
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// We cast here due to a potential long vs long long mismatch
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spac << static_cast<sf::Uint64>(sync_identifier.dol_elf_size);
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spac << sync_identifier.game_id;
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spac << sync_identifier.revision;
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spac << sync_identifier.disc_number;
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spac << sync_identifier.is_datel;
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for (const u8& x : sync_identifier.sync_hash)
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spac << x;
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}
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// called from ---NETPLAY--- thread
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unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
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{
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@ -413,11 +428,12 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
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Send(player.socket, spac);
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// send new client the selected game
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if (!m_selected_game.empty())
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if (!m_selected_game_name.empty())
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{
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spac.clear();
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spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
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spac << m_selected_game;
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SendSyncIdentifier(spac, m_selected_game_identifier);
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spac << m_selected_game_name;
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Send(player.socket, spac);
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}
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@ -913,7 +929,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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u32 status;
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packet >> status;
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m_players[player.pid].game_status = static_cast<PlayerGameStatus>(status);
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m_players[player.pid].game_status = static_cast<SyncIdentifierComparison>(status);
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// send msg to other clients
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sf::Packet spac;
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@ -1153,16 +1169,19 @@ void NetPlayServer::SendChatMessage(const std::string& msg)
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}
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// called from ---GUI--- thread
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bool NetPlayServer::ChangeGame(const std::string& game)
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bool NetPlayServer::ChangeGame(const SyncIdentifier& sync_identifier,
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const std::string& netplay_name)
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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m_selected_game = game;
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m_selected_game_identifier = sync_identifier;
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m_selected_game_name = netplay_name;
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// send changed game to clients
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
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spac << game;
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SendSyncIdentifier(spac, m_selected_game_identifier);
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spac << m_selected_game_name;
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SendAsyncToClients(std::move(spac));
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@ -1170,11 +1189,11 @@ bool NetPlayServer::ChangeGame(const std::string& game)
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}
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// called from ---GUI--- thread
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bool NetPlayServer::ComputeMD5(const std::string& file_identifier)
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bool NetPlayServer::ComputeMD5(const SyncIdentifier& sync_identifier)
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{
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_COMPUTE_MD5);
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spac << file_identifier;
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SendSyncIdentifier(spac, sync_identifier);
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SendAsyncToClients(std::move(spac));
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@ -1260,7 +1279,7 @@ bool NetPlayServer::StartGame()
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const sf::Uint64 initial_rtc = GetInitialNetPlayRTC();
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const std::string region = SConfig::GetDirectoryForRegion(
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SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game)->GetRegion()));
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SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game_identifier)->GetRegion()));
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// sync GC SRAM with clients
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if (!g_SRAM_netplay_initialized)
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@ -1395,7 +1414,7 @@ bool NetPlayServer::SyncSaveData()
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}
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}
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const auto game = m_dialog->FindGameFile(m_selected_game);
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const auto game = m_dialog->FindGameFile(m_selected_game_identifier);
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if (game == nullptr)
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{
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PanicAlertT("Selected game doesn't exist in game list!");
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@ -1618,7 +1637,7 @@ bool NetPlayServer::SyncCodes()
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m_codes_synced = false;
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// Get Game Path
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const auto game = m_dialog->FindGameFile(m_selected_game);
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const auto game = m_dialog->FindGameFile(m_selected_game_identifier);
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if (game == nullptr)
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{
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PanicAlertT("Selected game doesn't exist in game list!");
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