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https://github.com/dolphin-emu/dolphin.git
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pull in project-slippi/Ishiiruka/commit/923195dd5f662a5e65f85b10162fe14b1f0cd57a
This commit is contained in:
parent
00a48b7233
commit
d5723669de
4 changed files with 186 additions and 80 deletions
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@ -1532,7 +1532,8 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
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{
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m_read_queue.clear();
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int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
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s32 frame = Common::swap32(&payload[0]);
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s32 finalizedFrame = Common::swap32(&payload[4]);
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if (frame == 1)
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{
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@ -1571,19 +1572,25 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
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return;
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}
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if (shouldSkipOnlineFrame(frame))
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// Drop inputs that we no longer need (inputs older than the finalized frame passed in)
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slippi_netplay->DropOldRemoteInputs(finalizedFrame);
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bool shouldSkip = shouldSkipOnlineFrame(frame, finalizedFrame);
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if (shouldSkip)
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{
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// Send inputs that have not yet been acked
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slippi_netplay->SendSlippiPad(nullptr);
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m_read_queue.push_back(2);
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return;
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}
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else
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{
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// Send the input for this frame along with everything that has yet to be acked
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handleSendInputs(payload);
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}
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handleSendInputs(payload);
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prepareOpponentInputs(payload);
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prepareOpponentInputs(frame, shouldSkip);
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}
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bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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bool CEXISlippi::shouldSkipOnlineFrame(s32 frame, s32 finalizedFrame)
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{
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auto status = slippi_netplay->GetSlippiConnectStatus();
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bool connectionFailed =
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@ -1603,8 +1610,16 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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// Return true if we are too far ahead for rollback. ROLLBACK_MAX_FRAMES is the number of frames
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// we can receive for the opponent at one time and is our "look-ahead" limit
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int32_t latestRemoteFrame = slippi_netplay->GetSlippiLatestRemoteFrame();
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if (frame - latestRemoteFrame >= ROLLBACK_MAX_FRAMES)
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// Example: finalizedFrame = 100 means the last savestate we need is 101. We can then store
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// states 101 to 107 before running out of savestates. So 107 - 100 = 7. We need to make sure
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// we have enough inputs to finalize to not overflow the available states, so if our latest frame
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// is 101, we can't let frame 109 be created. 101 - 100 >= 109 - 100 - 7 : 1 >= 2 (false).
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// It has to work this way because we only have room to move our states forward by one for frame
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// 108
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s32 latestRemoteFrame = slippi_netplay->GetSlippiLatestRemoteFrame(ROLLBACK_MAX_FRAMES);
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auto hasEnoughNewInputs =
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latestRemoteFrame - finalizedFrame >= (frame - finalizedFrame - ROLLBACK_MAX_FRAMES);
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if (!hasEnoughNewInputs)
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{
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stallFrameCount++;
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if (stallFrameCount > 60 * 7)
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@ -1613,16 +1628,19 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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isConnectionStalled = true;
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}
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WARN_LOG(SLIPPI_ONLINE,
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"Halting for one frame due to rollback limit (frame: %d | latest: %d)...", frame,
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latestRemoteFrame);
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WARN_LOG_FMT(
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SLIPPI_ONLINE,
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"Halting for one frame due to rollback limit (frame: {} | latest: {} | finalized: {})...",
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frame, latestRemoteFrame, finalizedFrame);
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return true;
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}
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stallFrameCount = 0;
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// Return true if we are over 60% of a frame ahead of our opponent. Currently limiting how
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// often this happens because I'm worried about jittery data causing a lot of unneccesary delays.
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s32 frameTime = 16683;
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s32 t1 = 10000;
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s32 t2 = (2 * frameTime) + t1;
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// Only skip once for a given frame because our time detection method doesn't take into
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// consideration waiting for a frame. Also it's less jarring and it happens often enough that it
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// will smoothly get to the right place
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@ -1632,10 +1650,14 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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auto offsetUs = slippi_netplay->CalcTimeOffsetUs();
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INFO_LOG_FMT(SLIPPI_ONLINE, "[Frame {}] Offset for skip is: {} us", frame, offsetUs);
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// At the start of the game, let's make sure to sync perfectly, but after that let the slow
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// instance try to do more work before we stall
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// The decision to skip a frame only happens when we are already pretty far off ahead. The hope
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// is that this won't really be used much because the frame advance of the slow client will pick
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// up the difference most of the time. But at some point it's probably better to slow down...
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if (offsetUs > 26000)
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// is that this won't really be used much because the frame advance of the slow client along
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// with dynamic emulation speed will pick up the difference most of the time. But at some point
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// it's probably better to slow down...
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if (offsetUs > (frame <= 120 ? t1 : t2))
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{
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isCurrentlySkipping = true;
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@ -1665,6 +1687,17 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
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bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
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{
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// Logic below is used to test frame advance by forcing it more often
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// SConfig::GetInstance().m_EmulationSpeed = 0.5f;
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// if (frame > 120 && frame % 10 < 3)
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//{
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// Common::SleepCurrentThread(1); // Sleep to try to let inputs come in to make late rollbacks
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// more likely return true;
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//}
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// return false;
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// return frame % 2 == 0;
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// Return true if we are over 60% of a frame behind our opponent. We limit how often this happens
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// to get a reliable average to act on. We will allow advancing up to 5 frames (spread out) over
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// the 30 frame period. This makes the game feel relatively smooth still
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@ -1676,12 +1709,30 @@ bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
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// Dynamically adjust emulation speed in order to fine-tune time sync to reduce one sided
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// rollbacks even more
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auto maxSpeedDeviation = 0.005f;
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auto deviation = (offsetUs / 33366.0f) * maxSpeedDeviation;
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if (deviation > maxSpeedDeviation)
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deviation = maxSpeedDeviation;
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else if (deviation < -maxSpeedDeviation)
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deviation = -maxSpeedDeviation;
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// Modify emulation speed up to a max of 1% at 3 frames offset or more. Don't slow down the
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// front instance as much because we want to prioritize performance for the fast PC
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float deviation = 0;
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float maxSlowDownAmount = 0.005f;
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float maxSpeedUpAmount = 0.01f;
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int frameWindow = 3;
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if (offsetUs > -250 && offsetUs < 8000)
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{
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// Do nothing, leave deviation at 0 for 100% emulation speed when ahead by 8 ms or less
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}
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else if (offsetUs < 0)
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{
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// Here we are behind, so let's speed up our instance
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float frameWindowMultiplier = std::min(-offsetUs / (frameWindow * 16683.0f), 1.0f);
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deviation = frameWindowMultiplier * maxSpeedUpAmount;
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}
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else
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{
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// Here we are ahead, so let's slow down our instance
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float frameWindowMultiplier = std::min(offsetUs / (frameWindow * 16683.0f), 1.0f);
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deviation = frameWindowMultiplier * -maxSlowDownAmount;
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}
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auto dynamicEmulationSpeed = 1.0f + deviation;
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// If we are behind (negative offset) we want to go above 100% run speed, so we need to subtract
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// the deviation value
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@ -1692,13 +1743,17 @@ bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
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INFO_LOG(SLIPPI_ONLINE, "[Frame %d] Offset for advance is: %d us. New speed: %.2f%%", frame,
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offsetUs, dynamicEmulationSpeed * 100.0f);
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s32 frameTime = 16683;
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s32 t1 = 10000;
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s32 t2 = frameTime + t1;
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// Count the number of times we're below a threshold we should easily be able to clear. This is
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// checked twice per second.
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fallBehindCounter += offsetUs < -10000 ? 1 : 0;
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fallFarBehindCounter += offsetUs < -25000 ? 1 : 0;
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fallBehindCounter += offsetUs < -t1 ? 1 : 0;
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fallFarBehindCounter += offsetUs < -t2 ? 1 : 0;
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bool isSlow = (offsetUs < -10000 && fallBehindCounter > 50) ||
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(offsetUs < -25000 && fallFarBehindCounter > 15);
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bool isSlow =
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(offsetUs < -t1 && fallBehindCounter > 50) || (offsetUs < -t2 && fallFarBehindCounter > 15);
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if (isSlow && lastSearch.mode != SlippiMatchmaking::OnlinePlayMode::TEAMS)
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{
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// We don't show this message for teams because it seems to false positive a lot there, maybe
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@ -1710,13 +1765,13 @@ bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
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OSD::Color::RED);
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}
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if (offsetUs < -10000 && !isCurrentlyAdvancing)
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if (offsetUs < -t2 && !isCurrentlyAdvancing)
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{
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isCurrentlyAdvancing = true;
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// On early frames, don't advance any frames. Let the stalling logic handle the initial sync
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int maxAdvFrames = frame > 120 ? 5 : 0;
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framesToAdvance = ((-offsetUs - 10000) / 16683) + 1;
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int maxAdvFrames = frame > 120 ? 3 : 0;
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framesToAdvance = ((-offsetUs - t1) / frameTime) + 1;
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framesToAdvance = framesToAdvance > maxAdvFrames ? maxAdvFrames : framesToAdvance;
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WARN_LOG(SLIPPI_ONLINE,
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@ -1747,8 +1802,8 @@ void CEXISlippi::handleSendInputs(u8* payload)
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if (isConnectionStalled)
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return;
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int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
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u8 delay = payload[4];
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s32 frame = Common::swap32(&payload[0]);
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u8 delay = payload[8];
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// On the first frame sent, we need to queue up empty dummy pads for as many
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// frames as we have delay
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@ -1761,21 +1816,26 @@ void CEXISlippi::handleSendInputs(u8* payload)
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}
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}
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auto pad = std::make_unique<SlippiPad>(frame + delay, &payload[5]);
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auto pad = std::make_unique<SlippiPad>(frame + delay, &payload[9]);
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slippi_netplay->SendSlippiPad(std::move(pad));
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}
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void CEXISlippi::prepareOpponentInputs(u8* payload)
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void CEXISlippi::prepareOpponentInputs(s32 frame, bool shouldSkip)
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{
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m_read_queue.clear();
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int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
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u8 frameResult = 1; // Indicates to continue frame
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auto state = slippi_netplay->GetSlippiConnectStatus();
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if (state != SlippiNetplayClient::SlippiConnectStatus::NET_CONNECT_STATUS_CONNECTED ||
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if (shouldSkip)
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{
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// Event though we are skipping an input, we still want to prepare the opponent inputs because
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// in the case where we get a stall on an advance frame, we need to keep the RXB inputs
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// populated for when the frame inputs are requested on a rollback
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frameResult = 2;
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}
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else if (state != SlippiNetplayClient::SlippiConnectStatus::NET_CONNECT_STATUS_CONNECTED ||
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isConnectionStalled)
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{
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frameResult = 3; // Indicates we have disconnected
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@ -1785,19 +1845,21 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
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frameResult = 4;
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}
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m_read_queue.push_back(frameResult); // Indicate a continue frame
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m_read_queue.push_back(frameResult); // Write out the control message value
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u8 remotePlayerCount = matchmaking->RemotePlayerCount();
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m_read_queue.push_back(remotePlayerCount); // Indicate the number of remote players
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std::unique_ptr<SlippiRemotePadOutput> results[SLIPPI_REMOTE_PLAYER_MAX];
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int offset[SLIPPI_REMOTE_PLAYER_MAX];
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INFO_LOG(SLIPPI_ONLINE, "Preparing pad data for frame %d", frame);
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int32_t latestFrameRead[SLIPPI_REMOTE_PLAYER_MAX]{};
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// Get pad data for each remote player and write each of their latest frame nums to the buf
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for (int i = 0; i < remotePlayerCount; i++)
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{
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results[i] = slippi_netplay->GetSlippiRemotePad(frame, i);
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results[i] = slippi_netplay->GetSlippiRemotePad(i, ROLLBACK_MAX_FRAMES);
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// results[i] = slippi_netplay->GetFakePadOutput(frame);
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// determine offset from which to copy data
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offset[i] = (results[i]->latestFrame - frame) * SLIPPI_PAD_FULL_SIZE;
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@ -1807,16 +1869,19 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
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int32_t latestFrame = results[i]->latestFrame;
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if (latestFrame > frame)
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latestFrame = frame;
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appendWordToBuffer(&m_read_queue, *(u32*)&latestFrame);
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appendWordToBuffer(&m_read_queue, static_cast<u32>(latestFrame));
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// INFO_LOG(SLIPPI_ONLINE, "Sending frame num %d for pIdx %d (offset: %d)", latestFrame, i,
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// offset[i]);
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}
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// Send the current frame for any unused player slots.
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for (int i = remotePlayerCount; i < SLIPPI_REMOTE_PLAYER_MAX; i++)
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{
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appendWordToBuffer(&m_read_queue, *(u32*)&frame);
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appendWordToBuffer(&m_read_queue, static_cast<u32>(frame));
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}
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s32* val = std::min_element(std::begin(latestFrameRead), std::end(latestFrameRead));
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appendWordToBuffer(&m_read_queue, static_cast<u32>(*val));
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// copy pad data over
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for (int i = 0; i < SLIPPI_REMOTE_PLAYER_MAX; i++)
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{
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@ -112,7 +112,7 @@ private:
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{CMD_GET_GECKO_CODES, 0},
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// The following are used for Slippi online and also have fixed sizes
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{CMD_ONLINE_INPUTS, 17},
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{CMD_ONLINE_INPUTS, 21},
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{CMD_CAPTURE_SAVESTATE, 32},
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{CMD_LOAD_SAVESTATE, 32},
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{CMD_GET_MATCH_STATE, 0},
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@ -173,7 +173,7 @@ private:
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u16 getRandomStage();
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bool isDisconnected();
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void handleOnlineInputs(u8* payload);
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void prepareOpponentInputs(u8* payload);
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void prepareOpponentInputs(s32 frame, bool shouldSkip);
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void handleSendInputs(u8* payload);
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void handleCaptureSavestate(u8* payload);
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void handleLoadSavestate(u8* payload);
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@ -181,7 +181,7 @@ private:
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void startFindMatch(u8* payload);
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void prepareOnlineMatchState();
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void setMatchSelections(u8* payload);
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bool shouldSkipOnlineFrame(s32 frame);
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bool shouldSkipOnlineFrame(s32 frame, s32 finalizedFrame);
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bool shouldAdvanceOnlineFrame(s32 frame);
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void handleLogInRequest();
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void handleLogOutRequest();
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@ -289,8 +289,8 @@ unsigned int SlippiNetplayClient::OnData(sf::Packet& packet, ENetPeer* peer)
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int32_t headFrame = remotePadQueue[pIdx].empty() ? 0 : remotePadQueue[pIdx].front()->frame;
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int inputsToCopy = frame - headFrame;
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// Check that the packet actually contains the data it claims to
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if ((5 + inputsToCopy * SLIPPI_PAD_DATA_SIZE) > (int)packet.getDataSize())
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// Not sure what the max is here. If we never ack frames it could get big...
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if (inputsToCopy > 128)
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{
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ERROR_LOG_FMT(
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SLIPPI_ONLINE,
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@ -723,9 +723,9 @@ void SlippiNetplayClient::ThreadFunc()
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if (isAlreadyConnected)
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{
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// Don't add this person again if they are already connected. Not doing this can cause one
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// person to take up 2 or more spots, denying one or more players from connecting and thus
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// getting stuck on the "Waiting" step
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// Don't add this person again if they are already connected. Not doing this can cause
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// one person to take up 2 or more spots, denying one or more players from connecting
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// and thus getting stuck on the "Waiting" step
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INFO_LOG(SLIPPI_ONLINE, "Already connected!");
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break; // Breaks out of case
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}
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@ -735,12 +735,12 @@ void SlippiNetplayClient::ThreadFunc()
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// This check used to check for port as well as host. The problem was that for some
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// people, their internet will switch the port they're sending from. This means these
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// people struggle to connect to others but they sometimes do succeed. When we were
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// checking for port here though we would get into a state where the person they succeeded
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// to connect to would not accept the connection with them, this would lead the player
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// with this internet issue to get stuck waiting for the other player. The only downside
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// to this that I can guess is that if you fail to connect to one person out of two that
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// are on your LAN, it might report that you failed to connect to the wrong person. There
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// might be more problems tho, not sure
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// checking for port here though we would get into a state where the person they
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// succeeded to connect to would not accept the connection with them, this would lead
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// the player with this internet issue to get stuck waiting for the other player. The
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// only downside to this that I can guess is that if you fail to connect to one person
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// out of two that are on your LAN, it might report that you failed to connect to the
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// wrong person. There might be more problems tho, not sure
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INFO_LOG_FMT(SLIPPI_ONLINE, "[Netplay] Comparing connection address: {} - {}",
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remoteAddrs[i].host, netEvent.peer->address.host);
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if (remoteAddrs[i].host == netEvent.peer->address.host && !connections[i])
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@ -1106,8 +1106,39 @@ u8 SlippiNetplayClient::GetSlippiRemoteSentChatMessage()
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return copiedMessageId;
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}
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std::unique_ptr<SlippiRemotePadOutput> SlippiNetplayClient::GetSlippiRemotePad(int32_t curFrame,
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int index)
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std::unique_ptr<SlippiRemotePadOutput> SlippiNetplayClient::GetFakePadOutput(int frame)
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{
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// Used for testing purposes, will ignore the opponent's actual inputs and provide fake
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// ones to trigger rollback scenarios
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std::unique_ptr<SlippiRemotePadOutput> padOutput = std::make_unique<SlippiRemotePadOutput>();
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// Triggers rollback where the first few inputs were correctly predicted
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if (frame % 60 < 5)
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{
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// Return old inputs for a bit
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padOutput->latestFrame = frame - (frame % 60);
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padOutput->data.insert(padOutput->data.begin(), SLIPPI_PAD_FULL_SIZE, 0);
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}
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else if (frame % 60 == 5)
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{
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padOutput->latestFrame = frame;
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// Add 5 frames of 0'd inputs
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padOutput->data.insert(padOutput->data.begin(), 5 * SLIPPI_PAD_FULL_SIZE, 0);
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// Press A button for 2 inputs prior to this frame causing a rollback
|
||||
padOutput->data[2 * SLIPPI_PAD_FULL_SIZE] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
padOutput->latestFrame = frame;
|
||||
padOutput->data.insert(padOutput->data.begin(), SLIPPI_PAD_FULL_SIZE, 0);
|
||||
}
|
||||
|
||||
return std::move(padOutput);
|
||||
}
|
||||
|
||||
std::unique_ptr<SlippiRemotePadOutput> SlippiNetplayClient::GetSlippiRemotePad(int index,
|
||||
int maxFrameCount)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(pad_mutex); // TODO: Is this the correct lock?
|
||||
|
||||
|
@ -1125,21 +1156,37 @@ std::unique_ptr<SlippiRemotePadOutput> SlippiNetplayClient::GetSlippiRemotePad(i
|
|||
return std::move(padOutput);
|
||||
}
|
||||
|
||||
int inputCount = 0;
|
||||
|
||||
padOutput->latestFrame = 0;
|
||||
// Copy the entire remaining remote buffer
|
||||
for (auto it = remotePadQueue[index].begin(); it != remotePadQueue[index].end(); ++it)
|
||||
|
||||
// Copy inputs from the remote pad queue to the output. We iterate backwards because
|
||||
// we want to get the oldest frames possible (will have been cleared to contain the last
|
||||
// finalized frame at the back). I think it's very unlikely but I think before we
|
||||
// iterated from the front and it's possible the 7 frame limit left out an input the
|
||||
// game actually needed.
|
||||
for (auto it = remotePadQueue[index].rbegin(); it != remotePadQueue[index].rend(); ++it)
|
||||
{
|
||||
if ((*it)->frame > padOutput->latestFrame)
|
||||
padOutput->latestFrame = (*it)->frame;
|
||||
|
||||
// NOTICE_LOG(SLIPPI_ONLINE, "[%d] (Remote) P%d %08X %08X %08X", (*it)->frame,
|
||||
// index >= playerIdx ? index + 1 : index, Common::swap32(&(*it)->padBuf[0]),
|
||||
// Common::swap32(&(*it)->padBuf[4]), Common::swap32(&(*it)->padBuf[8]));
|
||||
|
||||
auto padIt = std::begin((*it)->padBuf);
|
||||
padOutput->data.insert(padOutput->data.end(), padIt, padIt + SLIPPI_PAD_FULL_SIZE);
|
||||
padOutput->data.insert(padOutput->data.begin(), padIt, padIt + SLIPPI_PAD_FULL_SIZE);
|
||||
|
||||
// Limit max amount of inputs to send
|
||||
inputCount++;
|
||||
if (inputCount >= maxFrameCount)
|
||||
break;
|
||||
}
|
||||
|
||||
return std::move(padOutput);
|
||||
}
|
||||
|
||||
void SlippiNetplayClient::DropOldRemoteInputs(int32_t curFrame)
|
||||
void SlippiNetplayClient::DropOldRemoteInputs(int32_t finalizedFrame)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(pad_mutex);
|
||||
|
||||
|
@ -1162,14 +1209,11 @@ void SlippiNetplayClient::DropOldRemoteInputs(int32_t curFrame)
|
|||
for (int i = 0; i < m_remotePlayerCount; i++)
|
||||
{
|
||||
// INFO_LOG_FMT(SLIPPI_ONLINE, "remotePadQueue[{}] size: {}", i, remotePadQueue[i].size());
|
||||
while (remotePadQueue[i].size() > 1 && remotePadQueue[i].back()->frame < lowestCommonFrame &&
|
||||
remotePadQueue[i].back()->frame < curFrame)
|
||||
{
|
||||
while (remotePadQueue[i].size() > 1 && remotePadQueue[i].back()->frame < finalizedFrame)
|
||||
/*INFO_LOG_FMT(SLIPPI_ONLINE, "Popping inputs for frame {} from back of player {} queue",
|
||||
remotePadQueue[i].back()->frame, i);*/
|
||||
remotePadQueue[i].pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SlippiMatchInfo* SlippiNetplayClient::GetMatchInfo()
|
||||
|
@ -1177,23 +1221,19 @@ SlippiMatchInfo* SlippiNetplayClient::GetMatchInfo()
|
|||
return &matchInfo;
|
||||
}
|
||||
|
||||
int32_t SlippiNetplayClient::GetSlippiLatestRemoteFrame()
|
||||
int32_t SlippiNetplayClient::GetSlippiLatestRemoteFrame(int maxFrameCount)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(pad_mutex); // TODO: Is this the correct lock?
|
||||
|
||||
// Return the lowest frame among remote queues
|
||||
int lowestFrame = 0;
|
||||
bool isFrameSet = false;
|
||||
for (int i = 0; i < m_remotePlayerCount; i++)
|
||||
{
|
||||
if (remotePadQueue[i].empty())
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int f = remotePadQueue[i].front()->frame;
|
||||
if (f < lowestFrame || lowestFrame == 0)
|
||||
auto rp = GetSlippiRemotePad(i, maxFrameCount);
|
||||
int f = rp->latestFrame;
|
||||
if (f < lowestFrame || !isFrameSet)
|
||||
{
|
||||
lowestFrame = f;
|
||||
isFrameSet = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -137,10 +137,11 @@ public:
|
|||
void SendConnectionSelected();
|
||||
void SendSlippiPad(std::unique_ptr<SlippiPad> pad);
|
||||
void SetMatchSelections(SlippiPlayerSelections& s);
|
||||
std::unique_ptr<SlippiRemotePadOutput> GetSlippiRemotePad(int32_t curFrame, int index);
|
||||
void DropOldRemoteInputs(int32_t curFrame);
|
||||
std::unique_ptr<SlippiRemotePadOutput> GetFakePadOutput(int frame);
|
||||
std::unique_ptr<SlippiRemotePadOutput> GetSlippiRemotePad(int index, int maxFrameCount);
|
||||
void DropOldRemoteInputs(int32_t finalizedFrame);
|
||||
SlippiMatchInfo* GetMatchInfo();
|
||||
int32_t GetSlippiLatestRemoteFrame();
|
||||
int32_t GetSlippiLatestRemoteFrame(int maxFrameCount);
|
||||
SlippiPlayerSelections GetSlippiRemoteChatMessage();
|
||||
u8 GetSlippiRemoteSentChatMessage();
|
||||
s32 CalcTimeOffsetUs();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue