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On master, when polling the 1st in-game controller, Dolphin would poll all the 1st local controllers. With the 1st commit, each client waits its turn, which would dramatically increase the lag. Now with this commit, it even polls all local controllers at once, so it should have even less latency than master in a few setups. Like one player with 3 controllers and the 2nd one with just one controller.
163 lines
3.9 KiB
C++
163 lines
3.9 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <vector>
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#include <SFML/Network/Packet.hpp>
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#include "Common/CommonTypes.h"
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#include "Common/FifoQueue.h"
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#include "Common/TraversalClient.h"
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#include "Core/NetPlayProto.h"
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#include "InputCommon/GCPadStatus.h"
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class NetPlayUI
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{
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public:
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virtual ~NetPlayUI() {}
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virtual void BootGame(const std::string& filename) = 0;
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virtual void StopGame() = 0;
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virtual void Update() = 0;
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virtual void AppendChat(const std::string& msg) = 0;
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virtual void OnMsgChangeGame(const std::string& filename) = 0;
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virtual void OnMsgStartGame() = 0;
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virtual void OnMsgStopGame() = 0;
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virtual bool IsRecording() = 0;
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};
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class Player
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{
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public:
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PlayerId pid;
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std::string name;
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std::string revision;
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u32 ping;
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};
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class NetPlayClient : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void SendAsync(std::unique_ptr<sf::Packet> packet);
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NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, const std::string& centralServer, u16 centralPort);
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~NetPlayClient();
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void GetPlayerList(std::string& list, std::vector<int>& pid_list);
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std::vector<const Player*> GetPlayers();
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// Called from the GUI thread.
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bool IsConnected() const { return m_is_connected; }
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bool StartGame(const std::string &path);
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bool StopGame();
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void Stop();
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bool ChangeGame(const std::string& game);
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void SendChatMessage(const std::string& msg);
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// Send and receive pads values
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bool WiimoteUpdate(int _number, u8* data, const u8 size);
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bool GetNetPads(const u8 pad_nb, GCPadStatus* pad_status);
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void OnTraversalStateChanged() override;
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void OnConnectReady(ENetAddress addr) override;
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void OnConnectFailed(u8 reason) override;
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bool IsFirstInGamePad(u8 ingame_pad) const;
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u8 NumLocalPads() const;
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u8 InGamePadToLocalPad(u8 ingame_pad);
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u8 LocalPadToInGamePad(u8 localPad);
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u8 LocalWiimoteToInGameWiimote(u8 local_pad);
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static void SendTimeBase();
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protected:
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void ClearBuffers();
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struct
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{
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex async_queue_write;
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} m_crit;
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Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
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std::array<Common::FifoQueue<GCPadStatus>, 4> m_pad_buffer;
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std::array<Common::FifoQueue<NetWiimote >, 4> m_wiimote_buffer;
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NetPlayUI* m_dialog = nullptr;
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ENetHost* m_client = nullptr;
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ENetPeer* m_server = nullptr;
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std::thread m_thread;
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std::string m_selected_game;
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std::atomic<bool> m_is_running{false};
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std::atomic<bool> m_do_loop{true};
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unsigned int m_target_buffer_size = 20;
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Player* m_local_player = nullptr;
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u32 m_current_game = 0;
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PadMappingArray m_pad_map;
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PadMappingArray m_wiimote_map;
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bool m_is_recording = false;
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private:
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enum class ConnectionState
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{
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WaitingForTraversalClientConnection,
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WaitingForTraversalClientConnectReady,
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Connecting,
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WaitingForHelloResponse,
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Connected,
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Failure
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};
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bool LocalPlayerHasControllerMapped() const;
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void SendStartGamePacket();
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void SendStopGamePacket();
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void UpdateDevices();
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void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
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void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
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unsigned int OnData(sf::Packet& packet);
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void Send(sf::Packet& packet);
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void Disconnect();
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bool Connect();
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bool m_is_connected = false;
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ConnectionState m_connection_state = ConnectionState::Failure;
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PlayerId m_pid = 0;
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std::map<PlayerId, Player> m_players;
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std::string m_host_spec;
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std::string m_player_name;
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bool m_connecting = false;
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TraversalClient* m_traversal_client = nullptr;
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u32 m_timebase_frame = 0;
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};
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void NetPlay_Enable(NetPlayClient* const np);
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void NetPlay_Disable();
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