NetPlay: Move host input authority logic to client

This is a prerequisite for golf mode, as the client needs to be in
control of sending pad states.
This commit is contained in:
Techjar 2019-04-01 22:36:48 -04:00
commit e2f1da5210
7 changed files with 112 additions and 109 deletions

View file

@ -527,12 +527,16 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
m_target_buffer_size = size;
// tell clients to change buffer size
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
// not needed on clients with host input authority
if (!m_host_input_authority)
{
// tell clients to change buffer size
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
SendAsyncToClients(std::move(spac));
SendAsyncToClients(std::move(spac));
}
}
void NetPlayServer::SetHostInputAuthority(const bool enable)
@ -652,7 +656,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
break;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
spac << static_cast<MessageId>(m_host_input_authority ? NP_MSG_PAD_HOST_DATA : NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
@ -670,59 +674,42 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
if (m_host_input_authority)
{
m_last_pad_status[map] = pad;
if (!m_first_pad_status_received[map])
{
m_first_pad_status_received[map] = true;
SendFirstReceivedToHost(map, true);
}
}
else
{
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
}
if (!m_host_input_authority)
SendToClients(spac, player.pid);
}
break;
case NP_MSG_PAD_HOST_POLL:
{
PadIndex pad_num;
packet >> pad_num;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
if (pad_num < 0)
{
for (size_t i = 0; i < m_pad_map.size(); i++)
{
if (m_pad_map[i] == 0)
continue;
const GCPadStatus& pad = m_last_pad_status[i];
spac << static_cast<PadIndex>(i) << pad.button << pad.analogA << pad.analogB << pad.stickX
<< pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
}
else if (m_pad_map.at(pad_num) != 0)
{
const GCPadStatus& pad = m_last_pad_status[pad_num];
spac << pad_num << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
SendToClients(spac);
if (m_host_input_authority)
Send(m_players.at(1).socket, spac);
else
SendToClients(spac, player.pid);
}
break;
case NP_MSG_PAD_HOST_DATA:
{
// Kick player if they're not the host.
if (!player.IsHost())
return 1;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
SendToClients(spac, player.pid);
}
break;
@ -1141,8 +1128,6 @@ bool NetPlayServer::StartGame()
if (!m_host_input_authority)
AdjustPadBufferSize(m_target_buffer_size);
m_first_pad_status_received.fill(false);
const sf::Uint64 initial_rtc = GetInitialNetPlayRTC();
const std::string region = SConfig::GetDirectoryForRegion(
@ -1720,15 +1705,6 @@ bool NetPlayServer::CompressBufferIntoPacket(const std::vector<u8>& in_buffer, s
return true;
}
void NetPlayServer::SendFirstReceivedToHost(const PadIndex map, const bool state)
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_PAD_FIRST_RECEIVED);
pac << map;
pac << state;
Send(m_players.at(1).socket, pac);
}
u64 NetPlayServer::GetInitialNetPlayRTC() const
{
const auto& config = SConfig::GetInstance();