dolphin/Source/Core/Core/NetPlayClient.cpp
Martino Fontana 832570c658 Core: Add VBI Frequency Override
This feature allows overriding the frequency of the Vertical Blank Interrupt. For many games, this means that their gameplay speed will change without affecting audio, which would be useful by itself (e.g. grinding in RPGs).

However, there are games that use delta time for their game logic, which allows them to be played at >60 FPS at the same gameplay speed!

Some games aren't dynamic though, and require a patch to adjust their game speed variable.
2025-05-12 18:54:36 +02:00

2854 lines
74 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/NetPlayClient.h"
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstring>
#include <fstream>
#include <functional>
#include <memory>
#include <mutex>
#include <span>
#include <thread>
#include <tuple>
#include <type_traits>
#include <vector>
#include <fmt/format.h>
#include <fmt/ranges.h>
#include "Common/Assert.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/Crypto/SHA1.h"
#include "Common/ENet.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/NandPaths.h"
#include "Common/QoSSession.h"
#include "Common/SFMLHelper.h"
#include "Common/StringUtil.h"
#include "Common/Timer.h"
#include "Common/Version.h"
#include "Core/ActionReplay.h"
#include "Core/Boot/Boot.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SessionSettings.h"
#include "Core/Config/WiimoteSettings.h"
#include "Core/ConfigManager.h"
#include "Core/GeckoCode.h"
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/EXI/EXI_DeviceIPL.h"
#ifdef HAS_LIBMGBA
#include "Core/HW/GBACore.h"
#endif
#include "Core/HW/GBAPad.h"
#include "Core/HW/GCMemcard/GCMemcard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/SI/SI_DeviceGCController.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/HW/WiimoteEmu/DesiredWiimoteState.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/IOS/FS/HostBackend/FS.h"
#include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/IOS/Uids.h"
#include "Core/Movie.h"
#include "Core/NetPlayCommon.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/SyncIdentifier.h"
#include "Core/System.h"
#include "DiscIO/Blob.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/GCAdapter.h"
#include "InputCommon/InputConfig.h"
#include "UICommon/GameFile.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoConfig.h"
namespace NetPlay
{
using namespace WiimoteCommon;
static std::mutex crit_netplay_client;
static NetPlayClient* netplay_client = nullptr;
static bool s_si_poll_batching = false;
// called from ---GUI--- thread
NetPlayClient::~NetPlayClient()
{
// not perfect
if (m_is_running.IsSet())
StopGame();
if (m_is_connected)
{
m_should_compute_game_digest = false;
m_dialog->AbortGameDigest();
if (m_game_digest_thread.joinable())
m_game_digest_thread.join();
m_do_loop.Clear();
m_thread.join();
m_chunked_data_receive_queue.clear();
m_dialog->HideChunkedProgressDialog();
}
if (m_server)
{
Disconnect();
}
if (Common::g_MainNetHost.get() == m_client)
{
Common::g_MainNetHost.release();
}
if (m_client)
{
enet_host_destroy(m_client);
m_client = nullptr;
}
if (m_traversal_client)
{
Common::ReleaseTraversalClient();
}
}
// called from ---GUI--- thread
NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog,
const std::string& name, const NetTraversalConfig& traversal_config)
: m_dialog(dialog), m_player_name(name)
{
ClearBuffers();
if (!traversal_config.use_traversal)
{
// Direct Connection
m_client = enet_host_create(nullptr, 1, CHANNEL_COUNT, 0, 0);
if (m_client == nullptr)
{
m_dialog->OnConnectionError(_trans("Could not create client."));
return;
}
m_client->mtu = std::min(m_client->mtu, NetPlay::MAX_ENET_MTU);
ENetAddress addr;
enet_address_set_host(&addr, address.c_str());
addr.port = port;
m_server = enet_host_connect(m_client, &addr, CHANNEL_COUNT, 0);
if (m_server == nullptr)
{
m_dialog->OnConnectionError(_trans("Could not create peer."));
return;
}
// Update time in milliseconds of no acknowledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
ENetEvent netEvent;
int net = enet_host_service(m_client, &netEvent, 5000);
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
{
if (Connect())
{
m_client->intercept = Common::ENet::InterceptCallback;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
m_dialog->OnConnectionError(_trans("Could not communicate with host."));
}
}
else
{
if (address.size() > Common::NETPLAY_CODE_SIZE)
{
m_dialog->OnConnectionError(
_trans("The host code is too long.\nPlease recheck that you have the correct code."));
return;
}
if (!Common::EnsureTraversalClient(traversal_config.traversal_host,
traversal_config.traversal_port))
{
return;
}
m_client = Common::g_MainNetHost.get();
m_traversal_client = Common::g_TraversalClient.get();
// If we were disconnected in the background, reconnect.
if (m_traversal_client->HasFailed())
m_traversal_client->ReconnectToServer();
m_traversal_client->m_Client = this;
m_host_spec = address;
m_connection_state = ConnectionState::WaitingForTraversalClientConnection;
OnTraversalStateChanged();
m_connecting = true;
Common::Timer connect_timer;
connect_timer.Start();
while (m_connecting)
{
ENetEvent netEvent;
if (m_traversal_client)
m_traversal_client->HandleResends();
while (enet_host_service(m_client, &netEvent, 4) > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
m_server = netEvent.peer;
// Update time in milliseconds of no acknowledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
if (Connect())
{
m_connection_state = ConnectionState::Connected;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
return;
default:
break;
}
}
if (connect_timer.ElapsedMs() > 5000)
break;
}
m_dialog->OnConnectionError(_trans("Could not communicate with host."));
}
}
bool NetPlayClient::Connect()
{
INFO_LOG_FMT(NETPLAY, "Connecting to server.");
// send connect message
sf::Packet packet;
packet << Common::GetScmRevGitStr();
packet << Common::GetNetplayDolphinVer();
packet << m_player_name;
Send(packet);
enet_host_flush(m_client);
sf::Packet rpac;
// TODO: make this not hang
ENetEvent netEvent;
int net;
while ((net = enet_host_service(m_client, &netEvent, 5000)) > 0 &&
static_cast<int>(netEvent.type) == Common::ENet::SKIPPABLE_EVENT)
{
// ignore packets from traversal server
}
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_RECEIVE)
{
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
enet_packet_destroy(netEvent.packet);
}
else
{
return false;
}
ConnectionError error;
rpac >> error;
// got error message
if (error != ConnectionError::NoError)
{
switch (error)
{
case ConnectionError::ServerFull:
m_dialog->OnConnectionError(_trans("The server is full."));
break;
case ConnectionError::VersionMismatch:
m_dialog->OnConnectionError(
_trans("The server and client's NetPlay versions are incompatible."));
break;
case ConnectionError::GameRunning:
m_dialog->OnConnectionError(_trans("The game is currently running."));
break;
case ConnectionError::NameTooLong:
m_dialog->OnConnectionError(_trans("Nickname is too long."));
break;
default:
m_dialog->OnConnectionError(_trans("The server sent an unknown error message."));
break;
}
Disconnect();
return false;
}
else
{
rpac >> m_pid;
Player player;
player.name = m_player_name;
player.pid = m_pid;
player.revision = Common::GetNetplayDolphinVer();
// add self to player list
m_players[m_pid] = player;
m_local_player = &m_players[m_pid];
m_dialog->Update();
m_is_connected = true;
return true;
}
}
static void ReceiveSyncIdentifier(sf::Packet& spac, SyncIdentifier& sync_identifier)
{
// We use a temporary variable here due to a potential long vs long long mismatch
u64 dol_elf_size;
spac >> dol_elf_size;
sync_identifier.dol_elf_size = dol_elf_size;
spac >> sync_identifier.game_id;
spac >> sync_identifier.revision;
spac >> sync_identifier.disc_number;
spac >> sync_identifier.is_datel;
for (u8& x : sync_identifier.sync_hash)
spac >> x;
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnData(sf::Packet& packet)
{
MessageID mid;
packet >> mid;
INFO_LOG_FMT(NETPLAY, "Got server message: {:x}", static_cast<u8>(mid));
switch (mid)
{
case MessageID::PlayerJoin:
OnPlayerJoin(packet);
break;
case MessageID::PlayerLeave:
OnPlayerLeave(packet);
break;
case MessageID::ChatMessage:
OnChatMessage(packet);
break;
case MessageID::ChunkedDataStart:
OnChunkedDataStart(packet);
break;
case MessageID::ChunkedDataEnd:
OnChunkedDataEnd(packet);
break;
case MessageID::ChunkedDataPayload:
OnChunkedDataPayload(packet);
break;
case MessageID::ChunkedDataAbort:
OnChunkedDataAbort(packet);
break;
case MessageID::PadMapping:
OnPadMapping(packet);
break;
case MessageID::GBAConfig:
OnGBAConfig(packet);
break;
case MessageID::WiimoteMapping:
OnWiimoteMapping(packet);
break;
case MessageID::PadData:
OnPadData(packet);
break;
case MessageID::PadHostData:
OnPadHostData(packet);
break;
case MessageID::WiimoteData:
OnWiimoteData(packet);
break;
case MessageID::PadBuffer:
OnPadBuffer(packet);
break;
case MessageID::HostInputAuthority:
OnHostInputAuthority(packet);
break;
case MessageID::GolfSwitch:
OnGolfSwitch(packet);
break;
case MessageID::GolfPrepare:
OnGolfPrepare(packet);
break;
case MessageID::ChangeGame:
OnChangeGame(packet);
break;
case MessageID::GameStatus:
OnGameStatus(packet);
break;
case MessageID::StartGame:
OnStartGame(packet);
break;
case MessageID::StopGame:
case MessageID::DisableGame:
OnStopGame(packet);
break;
case MessageID::PowerButton:
OnPowerButton();
break;
case MessageID::Ping:
OnPing(packet);
break;
case MessageID::PlayerPingData:
OnPlayerPingData(packet);
break;
case MessageID::DesyncDetected:
OnDesyncDetected(packet);
break;
case MessageID::SyncSaveData:
OnSyncSaveData(packet);
break;
case MessageID::SyncCodes:
OnSyncCodes(packet);
break;
case MessageID::ComputeGameDigest:
OnComputeGameDigest(packet);
break;
case MessageID::GameDigestProgress:
OnGameDigestProgress(packet);
break;
case MessageID::GameDigestResult:
OnGameDigestResult(packet);
break;
case MessageID::GameDigestError:
OnGameDigestError(packet);
break;
case MessageID::GameDigestAbort:
OnGameDigestAbort();
break;
default:
PanicAlertFmtT("Unknown message received with id : {0}", static_cast<u8>(mid));
break;
}
}
void NetPlayClient::OnPlayerJoin(sf::Packet& packet)
{
Player player{};
packet >> player.pid;
packet >> player.name;
packet >> player.revision;
INFO_LOG_FMT(NETPLAY, "Player {} ({}) using {} joined", player.name, player.pid, player.revision);
{
std::lock_guard lkp(m_crit.players);
m_players[player.pid] = player;
}
m_dialog->OnPlayerConnect(player.name);
m_dialog->Update();
}
void NetPlayClient::OnPlayerLeave(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
const auto it = m_players.find(pid);
if (it == m_players.end())
return;
const auto& player = it->second;
INFO_LOG_FMT(NETPLAY, "Player {} ({}) left", player.name, pid);
m_dialog->OnPlayerDisconnect(player.name);
m_players.erase(it);
}
m_dialog->Update();
}
void NetPlayClient::OnChatMessage(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
std::string msg;
packet >> msg;
// don't need lock to read in this thread
const Player& player = m_players[pid];
INFO_LOG_FMT(NETPLAY, "Player {} ({}) wrote: {}", player.name, player.pid, msg);
// add to gui
m_dialog->AppendChat(fmt::format("{}[{}]: {}", player.name, pid, msg));
}
void NetPlayClient::OnChunkedDataStart(sf::Packet& packet)
{
u32 cid;
packet >> cid;
std::string title;
packet >> title;
const u64 data_size = Common::PacketReadU64(packet);
INFO_LOG_FMT(NETPLAY, "Starting data chunk {}.", cid);
m_chunked_data_receive_queue.emplace(cid, sf::Packet{});
std::vector<int> players;
players.push_back(m_local_player->pid);
m_dialog->ShowChunkedProgressDialog(title, data_size, players);
}
void NetPlayClient::OnChunkedDataEnd(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto data_packet_iter = m_chunked_data_receive_queue.find(cid);
if (data_packet_iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
INFO_LOG_FMT(NETPLAY, "Ending data chunk {}.", cid);
auto& data_packet = data_packet_iter->second;
OnData(data_packet);
m_chunked_data_receive_queue.erase(data_packet_iter);
m_dialog->HideChunkedProgressDialog();
sf::Packet complete_packet;
complete_packet << MessageID::ChunkedDataComplete;
complete_packet << cid;
Send(complete_packet, CHUNKED_DATA_CHANNEL);
}
void NetPlayClient::OnChunkedDataPayload(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto data_packet_iter = m_chunked_data_receive_queue.find(cid);
if (data_packet_iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
auto& data_packet = data_packet_iter->second;
while (!packet.endOfPacket())
{
u8 byte;
packet >> byte;
data_packet << byte;
}
INFO_LOG_FMT(NETPLAY, "Received {} bytes of data chunk {}.", data_packet.getDataSize(), cid);
m_dialog->SetChunkedProgress(m_local_player->pid, data_packet.getDataSize());
sf::Packet progress_packet;
progress_packet << MessageID::ChunkedDataProgress;
progress_packet << cid;
progress_packet << u64{data_packet.getDataSize()};
Send(progress_packet, CHUNKED_DATA_CHANNEL);
}
void NetPlayClient::OnChunkedDataAbort(sf::Packet& packet)
{
u32 cid;
packet >> cid;
const auto iter = m_chunked_data_receive_queue.find(cid);
if (iter == m_chunked_data_receive_queue.end())
{
INFO_LOG_FMT(NETPLAY, "Invalid data chunk ID {}.", cid);
return;
}
INFO_LOG_FMT(NETPLAY, "Aborting data chunk {}.", cid);
m_chunked_data_receive_queue.erase(iter);
m_dialog->HideChunkedProgressDialog();
}
void NetPlayClient::OnPadMapping(sf::Packet& packet)
{
for (PlayerId& mapping : m_pad_map)
packet >> mapping;
UpdateDevices();
m_dialog->Update();
}
void NetPlayClient::OnWiimoteMapping(sf::Packet& packet)
{
for (PlayerId& mapping : m_wiimote_map)
packet >> mapping;
m_dialog->Update();
}
void NetPlayClient::OnGBAConfig(sf::Packet& packet)
{
for (size_t i = 0; i < m_gba_config.size(); ++i)
{
auto& config = m_gba_config[i];
const auto old_config = config;
packet >> config.enabled >> config.has_rom >> config.title;
for (auto& data : config.hash)
packet >> data;
if (std::tie(config.has_rom, config.title, config.hash) !=
std::tie(old_config.has_rom, old_config.title, old_config.hash))
{
m_dialog->OnMsgChangeGBARom(static_cast<int>(i), config);
m_net_settings.gba_rom_paths[i] =
config.has_rom ?
m_dialog->FindGBARomPath(config.hash, config.title, static_cast<int>(i)) :
"";
}
}
SendGameStatus();
UpdateDevices();
m_dialog->Update();
}
void NetPlayClient::OnPadData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button;
if (!m_gba_config.at(map).enabled)
{
packet >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >>
pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
}
// Trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer.at(map).Push(pad);
m_gc_pad_event.Set();
}
}
void NetPlayClient::OnPadHostData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
GCPadStatus pad;
packet >> pad.button;
if (!m_gba_config.at(map).enabled)
{
packet >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >>
pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
}
// Trusting server for good map value (>=0 && <4)
// write to last status
m_last_pad_status[map] = pad;
if (!m_first_pad_status_received[map])
{
m_first_pad_status_received[map] = true;
m_first_pad_status_received_event.Set();
}
}
}
void NetPlayClient::OnWiimoteData(sf::Packet& packet)
{
while (!packet.endOfPacket())
{
PadIndex map;
packet >> map;
WiimoteEmu::SerializedWiimoteState pad;
packet >> pad.length;
ASSERT(pad.length <= pad.data.size());
if (pad.length <= pad.data.size())
{
for (size_t i = 0; i < pad.length; ++i)
packet >> pad.data[i];
}
else
{
pad.length = 0;
}
// Trusting server for good map value (>=0 && <4)
// add to pad buffer
m_wiimote_buffer.at(map).Push(pad);
m_wii_pad_event.Set();
}
}
void NetPlayClient::OnPadBuffer(sf::Packet& packet)
{
u32 size = 0;
packet >> size;
m_target_buffer_size = size;
m_dialog->OnPadBufferChanged(size);
}
void NetPlayClient::OnHostInputAuthority(sf::Packet& packet)
{
packet >> m_host_input_authority;
m_dialog->OnHostInputAuthorityChanged(m_host_input_authority);
}
void NetPlayClient::OnGolfSwitch(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
const PlayerId previous_golfer = m_current_golfer;
m_current_golfer = pid;
m_dialog->OnGolferChanged(m_local_player->pid == pid, pid != 0 ? m_players[pid].name : "");
if (m_local_player->pid == previous_golfer)
{
sf::Packet spac;
spac << MessageID::GolfRelease;
Send(spac);
}
else if (m_local_player->pid == pid)
{
sf::Packet spac;
spac << MessageID::GolfAcquire;
Send(spac);
// Pads are already calibrated so we can just ignore this
m_first_pad_status_received.fill(true);
m_wait_on_input = false;
m_wait_on_input_event.Set();
}
}
void NetPlayClient::OnGolfPrepare(sf::Packet& packet)
{
m_wait_on_input_received = true;
m_wait_on_input = true;
}
void NetPlayClient::OnChangeGame(sf::Packet& packet)
{
std::string netplay_name;
{
std::lock_guard lkg(m_crit.game);
ReceiveSyncIdentifier(packet, m_selected_game);
packet >> netplay_name;
}
INFO_LOG_FMT(NETPLAY, "Game changed to {}", netplay_name);
// update gui
m_dialog->OnMsgChangeGame(m_selected_game, netplay_name);
SendGameStatus();
sf::Packet client_capabilities_packet;
client_capabilities_packet << MessageID::ClientCapabilities;
client_capabilities_packet << ExpansionInterface::CEXIIPL::HasIPLDump();
client_capabilities_packet << Config::Get(Config::SESSION_USE_FMA);
Send(client_capabilities_packet);
}
void NetPlayClient::OnGameStatus(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
packet >> m_players[pid].game_status;
}
m_dialog->Update();
}
void NetPlayClient::OnStartGame(sf::Packet& packet)
{
{
std::lock_guard lkg(m_crit.game);
INFO_LOG_FMT(NETPLAY, "Start of game {}", m_selected_game.game_id);
packet >> m_current_game;
packet >> m_net_settings.cpu_thread;
packet >> m_net_settings.cpu_core;
packet >> m_net_settings.enable_cheats;
packet >> m_net_settings.enable_hardcore;
packet >> m_net_settings.selected_language;
packet >> m_net_settings.override_region_settings;
packet >> m_net_settings.dsp_enable_jit;
packet >> m_net_settings.dsp_hle;
packet >> m_net_settings.ram_override_enable;
packet >> m_net_settings.mem1_size;
packet >> m_net_settings.mem2_size;
packet >> m_net_settings.fallback_region;
packet >> m_net_settings.allow_sd_writes;
packet >> m_net_settings.oc_enable;
packet >> m_net_settings.oc_factor;
packet >> m_net_settings.vi_oc_enable;
packet >> m_net_settings.vi_oc_factor;
for (auto slot : ExpansionInterface::SLOTS)
packet >> m_net_settings.exi_device[slot];
packet >> m_net_settings.memcard_size_override;
for (u32& value : m_net_settings.sysconf_settings)
packet >> value;
packet >> m_net_settings.efb_access_enable;
packet >> m_net_settings.bbox_enable;
packet >> m_net_settings.force_progressive;
packet >> m_net_settings.efb_to_texture_enable;
packet >> m_net_settings.xfb_to_texture_enable;
packet >> m_net_settings.disable_copy_to_vram;
packet >> m_net_settings.immediate_xfb_enable;
packet >> m_net_settings.efb_emulate_format_changes;
packet >> m_net_settings.safe_texture_cache_color_samples;
packet >> m_net_settings.perf_queries_enable;
packet >> m_net_settings.float_exceptions;
packet >> m_net_settings.divide_by_zero_exceptions;
packet >> m_net_settings.fprf;
packet >> m_net_settings.accurate_nans;
packet >> m_net_settings.disable_icache;
packet >> m_net_settings.sync_on_skip_idle;
packet >> m_net_settings.sync_gpu;
packet >> m_net_settings.sync_gpu_max_distance;
packet >> m_net_settings.sync_gpu_min_distance;
packet >> m_net_settings.sync_gpu_overclock;
packet >> m_net_settings.jit_follow_branch;
packet >> m_net_settings.fast_disc_speed;
packet >> m_net_settings.mmu;
packet >> m_net_settings.fastmem;
packet >> m_net_settings.skip_ipl;
packet >> m_net_settings.load_ipl_dump;
packet >> m_net_settings.vertex_rounding;
packet >> m_net_settings.internal_resolution;
packet >> m_net_settings.efb_scaled_copy;
packet >> m_net_settings.fast_depth_calc;
packet >> m_net_settings.enable_pixel_lighting;
packet >> m_net_settings.widescreen_hack;
packet >> m_net_settings.force_texture_filtering;
packet >> m_net_settings.max_anisotropy;
packet >> m_net_settings.force_true_color;
packet >> m_net_settings.disable_copy_filter;
packet >> m_net_settings.disable_fog;
packet >> m_net_settings.arbitrary_mipmap_detection;
packet >> m_net_settings.arbitrary_mipmap_detection_threshold;
packet >> m_net_settings.enable_gpu_texture_decoding;
packet >> m_net_settings.defer_efb_copies;
packet >> m_net_settings.efb_access_tile_size;
packet >> m_net_settings.efb_access_defer_invalidation;
packet >> m_net_settings.savedata_load;
packet >> m_net_settings.savedata_write;
packet >> m_net_settings.savedata_sync_all_wii;
if (!m_net_settings.savedata_load)
{
m_net_settings.savedata_write = false;
m_net_settings.savedata_sync_all_wii = false;
}
packet >> m_net_settings.strict_settings_sync;
m_initial_rtc = Common::PacketReadU64(packet);
packet >> m_net_settings.save_data_region;
packet >> m_net_settings.sync_codes;
packet >> m_net_settings.golf_mode;
packet >> m_net_settings.use_fma;
packet >> m_net_settings.hide_remote_gbas;
for (size_t i = 0; i < sizeof(m_net_settings.sram); ++i)
packet >> m_net_settings.sram[i];
m_net_settings.is_hosting = m_local_player->IsHost();
}
m_dialog->OnMsgStartGame();
}
void NetPlayClient::OnStopGame(sf::Packet& packet)
{
INFO_LOG_FMT(NETPLAY, "Game stopped");
StopGame();
m_dialog->OnMsgStopGame();
}
void NetPlayClient::OnPowerButton()
{
InvokeStop();
m_dialog->OnMsgPowerButton();
}
void NetPlayClient::OnPing(sf::Packet& packet)
{
u32 ping_key = 0;
packet >> ping_key;
sf::Packet response_packet;
response_packet << MessageID::Pong;
response_packet << ping_key;
Send(response_packet);
}
void NetPlayClient::OnPlayerPingData(sf::Packet& packet)
{
PlayerId pid;
packet >> pid;
{
std::lock_guard lkp(m_crit.players);
Player& player = m_players[pid];
packet >> player.ping;
}
DisplayPlayersPing();
m_dialog->Update();
}
void NetPlayClient::OnDesyncDetected(sf::Packet& packet)
{
int pid_to_blame;
u32 frame;
packet >> pid_to_blame;
packet >> frame;
std::string player = "??";
std::lock_guard lkp(m_crit.players);
{
const auto it = m_players.find(pid_to_blame);
if (it != m_players.end())
player = it->second.name;
}
INFO_LOG_FMT(NETPLAY, "Player {} ({}) desynced!", player, pid_to_blame);
m_dialog->OnDesync(frame, player);
}
void NetPlayClient::OnSyncSaveData(sf::Packet& packet)
{
SyncSaveDataID sub_id;
packet >> sub_id;
if (m_local_player->IsHost())
return;
INFO_LOG_FMT(NETPLAY, "Processing OnSyncSaveData sub id: {}", static_cast<u8>(sub_id));
switch (sub_id)
{
case SyncSaveDataID::Notify:
OnSyncSaveDataNotify(packet);
break;
case SyncSaveDataID::RawData:
OnSyncSaveDataRaw(packet);
break;
case SyncSaveDataID::GCIData:
OnSyncSaveDataGCI(packet);
break;
case SyncSaveDataID::WiiData:
OnSyncSaveDataWii(packet);
break;
case SyncSaveDataID::GBAData:
OnSyncSaveDataGBA(packet);
break;
default:
PanicAlertFmtT("Unknown SYNC_SAVE_DATA message received with id: {0}", static_cast<u8>(sub_id));
break;
}
}
void NetPlayClient::OnSyncSaveDataNotify(sf::Packet& packet)
{
packet >> m_sync_save_data_count;
m_sync_save_data_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Initializing wait for {} savegame chunks.", m_sync_save_data_count);
if (m_sync_save_data_count == 0)
SyncSaveDataResponse(true);
else
m_dialog->AppendChat(Common::GetStringT("Synchronizing save data..."));
}
void NetPlayClient::OnSyncSaveDataRaw(sf::Packet& packet)
{
bool is_slot_a;
std::string region;
int size_override;
packet >> is_slot_a >> region >> size_override;
INFO_LOG_FMT(NETPLAY, "Received raw memcard data for slot {}: region {}, size override {}.",
is_slot_a ? 'A' : 'B', region, size_override);
// This check is mainly intended to filter out characters which have special meanings in paths
if (region != JAP_DIR && region != USA_DIR && region != EUR_DIR)
{
WARN_LOG_FMT(NETPLAY, "Received invalid raw memory card region.");
SyncSaveDataResponse(false);
return;
}
std::string size_suffix;
if (size_override >= 0 && size_override <= 4)
{
size_suffix = fmt::format(
".{}", Memcard::MbitToFreeBlocks(Memcard::MBIT_SIZE_MEMORY_CARD_59 << size_override));
}
const std::string path = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY +
(is_slot_a ? "A." : "B.") + region + size_suffix + ".raw";
if (File::Exists(path) && !File::Delete(path))
{
PanicAlertFmtT("Failed to delete NetPlay memory card. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
const bool success = DecompressPacketIntoFile(packet, path);
SyncSaveDataResponse(success);
}
void NetPlayClient::OnSyncSaveDataGCI(sf::Packet& packet)
{
bool is_slot_a;
u8 file_count;
packet >> is_slot_a >> file_count;
const std::string path = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY DIR_SEP +
fmt::format("Card {}", is_slot_a ? 'A' : 'B');
INFO_LOG_FMT(NETPLAY, "Received GCI memcard data for slot {}: {}, {} files.",
is_slot_a ? 'A' : 'B', path, file_count);
if ((File::Exists(path) && !File::DeleteDirRecursively(path + DIR_SEP)) ||
!File::CreateFullPath(path + DIR_SEP))
{
PanicAlertFmtT("Failed to reset NetPlay GCI folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
for (u8 i = 0; i < file_count; i++)
{
std::string file_name;
packet >> file_name;
INFO_LOG_FMT(NETPLAY, "Received GCI: {}", file_name);
if (!Common::IsFileNameSafe(file_name) ||
!DecompressPacketIntoFile(packet, path + DIR_SEP + file_name))
{
WARN_LOG_FMT(NETPLAY, "Received invalid GCI.");
SyncSaveDataResponse(false);
return;
}
}
SyncSaveDataResponse(true);
}
void NetPlayClient::OnSyncSaveDataWii(sf::Packet& packet)
{
const std::string path = File::GetUserPath(D_USER_IDX) + "Wii" GC_MEMCARD_NETPLAY DIR_SEP;
std::string redirect_path = File::GetUserPath(D_USER_IDX) + "Redirect" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(path) && !File::DeleteDirRecursively(path))
{
PanicAlertFmtT("Failed to reset NetPlay NAND folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
if (File::Exists(redirect_path) && !File::DeleteDirRecursively(redirect_path))
{
PanicAlertFmtT("Failed to reset NetPlay redirect folder. Verify your write permissions.");
SyncSaveDataResponse(false);
return;
}
auto temp_fs = std::make_unique<IOS::HLE::FS::HostFileSystem>(path);
std::vector<u64> titles;
constexpr IOS::HLE::FS::Modes fs_modes{
IOS::HLE::FS::Mode::ReadWrite,
IOS::HLE::FS::Mode::ReadWrite,
IOS::HLE::FS::Mode::ReadWrite,
};
// Read the Mii data
bool mii_data;
packet >> mii_data;
if (mii_data)
{
INFO_LOG_FMT(NETPLAY, "Received Mii data.");
auto buffer = DecompressPacketIntoBuffer(packet);
temp_fs->CreateFullPath(IOS::PID_KERNEL, IOS::PID_KERNEL, "/shared2/menu/FaceLib/", 0,
fs_modes);
auto file = temp_fs->CreateAndOpenFile(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetMiiDatabasePath(), fs_modes);
if (!buffer || !file || !file->Write(buffer->data(), buffer->size()))
{
PanicAlertFmtT("Failed to write Mii data.");
SyncSaveDataResponse(false);
return;
}
}
// Read the saves
u32 save_count;
packet >> save_count;
INFO_LOG_FMT(NETPLAY, "Received data for {} Wii saves.", save_count);
for (u32 n = 0; n < save_count; n++)
{
u64 title_id = Common::PacketReadU64(packet);
titles.push_back(title_id);
temp_fs->CreateFullPath(IOS::PID_KERNEL, IOS::PID_KERNEL,
Common::GetTitleDataPath(title_id) + '/', 0, fs_modes);
auto save = WiiSave::MakeNandStorage(temp_fs.get(), title_id);
bool exists;
packet >> exists;
if (!exists)
{
INFO_LOG_FMT(NETPLAY, "No data for Wii save of title {:016x}.", title_id);
continue;
}
INFO_LOG_FMT(NETPLAY, "Received Wii save of title {:016x}.", title_id);
// Header
WiiSave::Header header;
packet >> header.tid;
packet >> header.banner_size;
packet >> header.permissions;
packet >> header.unk1;
for (u8& byte : header.md5)
packet >> byte;
packet >> header.unk2;
for (size_t i = 0; i < header.banner_size; i++)
packet >> header.banner[i];
// BkHeader
WiiSave::BkHeader bk_header;
packet >> bk_header.size;
packet >> bk_header.magic;
packet >> bk_header.ngid;
packet >> bk_header.number_of_files;
packet >> bk_header.size_of_files;
packet >> bk_header.unk1;
packet >> bk_header.unk2;
packet >> bk_header.total_size;
for (u8& byte : bk_header.unk3)
packet >> byte;
packet >> bk_header.tid;
for (u8& byte : bk_header.mac_address)
packet >> byte;
// Files
std::vector<WiiSave::Storage::SaveFile> files;
for (u32 i = 0; i < bk_header.number_of_files; i++)
{
WiiSave::Storage::SaveFile file;
packet >> file.mode >> file.attributes;
packet >> file.type;
packet >> file.path;
INFO_LOG_FMT(NETPLAY, "Received Wii save data of type {} at {}", static_cast<u8>(file.type),
file.path);
if (file.type == WiiSave::Storage::SaveFile::Type::File)
{
auto buffer = DecompressPacketIntoBuffer(packet);
if (!buffer)
{
SyncSaveDataResponse(false);
return;
}
file.data = std::move(*buffer);
}
files.push_back(std::move(file));
}
if (!save->WriteHeader(header) || !save->WriteBkHeader(bk_header) || !save->WriteFiles(files))
{
PanicAlertFmtT("Failed to write Wii save.");
SyncSaveDataResponse(false);
return;
}
}
bool has_redirected_save;
packet >> has_redirected_save;
if (has_redirected_save)
{
INFO_LOG_FMT(NETPLAY, "Received redirected save.");
if (!DecompressPacketIntoFolder(packet, redirect_path))
{
PanicAlertFmtT("Failed to write redirected save.");
SyncSaveDataResponse(false);
return;
}
}
SetWiiSyncData(std::move(temp_fs), std::move(titles), std::move(redirect_path));
SyncSaveDataResponse(true);
}
void NetPlayClient::OnSyncSaveDataGBA(sf::Packet& packet)
{
u8 slot;
packet >> slot;
INFO_LOG_FMT(NETPLAY, "Received GBA save for slot {}.", slot);
const std::string path =
fmt::format("{}{}{}.sav", File::GetUserPath(D_GBAUSER_IDX), GBA_SAVE_NETPLAY, slot + 1);
if (File::Exists(path) && !File::Delete(path))
{
PanicAlertFmtT("Failed to delete NetPlay GBA{0} save file. Verify your write permissions.",
slot + 1);
SyncSaveDataResponse(false);
return;
}
const bool success = DecompressPacketIntoFile(packet, path);
SyncSaveDataResponse(success);
}
void NetPlayClient::OnSyncCodes(sf::Packet& packet)
{
// Receive Data Packet
SyncCodeID sub_id;
packet >> sub_id;
INFO_LOG_FMT(NETPLAY, "Processing OnSyncCodes sub id: {}", static_cast<u8>(sub_id));
// Check Which Operation to Perform with This Packet
switch (sub_id)
{
case SyncCodeID::Notify:
OnSyncCodesNotify();
break;
case SyncCodeID::NotifyGecko:
OnSyncCodesNotifyGecko(packet);
break;
case SyncCodeID::GeckoData:
OnSyncCodesDataGecko(packet);
break;
case SyncCodeID::NotifyAR:
OnSyncCodesNotifyAR(packet);
break;
case SyncCodeID::ARData:
OnSyncCodesDataAR(packet);
break;
default:
PanicAlertFmtT("Unknown SYNC_CODES message received with id: {0}", static_cast<u8>(sub_id));
break;
}
}
void NetPlayClient::OnSyncCodesNotify()
{
// Set both codes as unsynced
m_sync_gecko_codes_complete = false;
m_sync_ar_codes_complete = false;
}
void NetPlayClient::OnSyncCodesNotifyGecko(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
// Receive Number of Codelines to Receive
packet >> m_sync_gecko_codes_count;
m_sync_gecko_codes_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Receiving {} Gecko codelines", m_sync_gecko_codes_count);
// Check if no codes to sync, if so return as finished
if (m_sync_gecko_codes_count == 0)
{
m_sync_gecko_codes_complete = true;
SyncCodeResponse(true);
}
else
{
m_dialog->AppendChat(Common::GetStringT("Synchronizing Gecko codes..."));
}
}
void NetPlayClient::OnSyncCodesDataGecko(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
std::vector<Gecko::GeckoCode> synced_codes;
synced_codes.reserve(m_sync_gecko_codes_count);
Gecko::GeckoCode gcode{};
gcode.name = "Synced Codes";
gcode.enabled = true;
// Receive code contents from packet
for (u32 i = 0; i < m_sync_gecko_codes_count; i++)
{
Gecko::GeckoCode::Code new_code;
packet >> new_code.address;
packet >> new_code.data;
INFO_LOG_FMT(NETPLAY, "Received {:08x} {:08x}", new_code.address, new_code.data);
gcode.codes.push_back(std::move(new_code));
if (++m_sync_gecko_codes_success_count >= m_sync_gecko_codes_count)
{
m_sync_gecko_codes_complete = true;
SyncCodeResponse(true);
}
}
// Add gcode containing all codes to Gecko Code vector
synced_codes.push_back(std::move(gcode));
// Clear Vector if received 0 codes (match host's end when using no codes)
if (m_sync_gecko_codes_count == 0)
synced_codes.clear();
// Copy this to the vector located in GeckoCode.cpp
Gecko::UpdateSyncedCodes(synced_codes);
}
void NetPlayClient::OnSyncCodesNotifyAR(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
// Receive Number of Codelines to Receive
packet >> m_sync_ar_codes_count;
m_sync_ar_codes_success_count = 0;
INFO_LOG_FMT(NETPLAY, "Receiving {} AR codelines", m_sync_ar_codes_count);
// Check if no codes to sync, if so return as finished
if (m_sync_ar_codes_count == 0)
{
m_sync_ar_codes_complete = true;
SyncCodeResponse(true);
}
else
{
m_dialog->AppendChat(Common::GetStringT("Synchronizing AR codes..."));
}
}
void NetPlayClient::OnSyncCodesDataAR(sf::Packet& packet)
{
// Return if this is the host
if (m_local_player->IsHost())
return;
std::vector<ActionReplay::ARCode> synced_codes;
synced_codes.reserve(m_sync_ar_codes_count);
ActionReplay::ARCode arcode{};
arcode.name = "Synced Codes";
arcode.enabled = true;
// Receive code contents from packet
for (u32 i = 0; i < m_sync_ar_codes_count; i++)
{
ActionReplay::AREntry new_code;
packet >> new_code.cmd_addr;
packet >> new_code.value;
INFO_LOG_FMT(NETPLAY, "Received {:08x} {:08x}", new_code.cmd_addr, new_code.value);
arcode.ops.push_back(new_code);
if (++m_sync_ar_codes_success_count >= m_sync_ar_codes_count)
{
m_sync_ar_codes_complete = true;
SyncCodeResponse(true);
}
}
// Add arcode containing all codes to AR Code vector
synced_codes.push_back(std::move(arcode));
// Clear Vector if received 0 codes (match host's end when using no codes)
if (m_sync_ar_codes_count == 0)
synced_codes.clear();
// Copy this to the vector located in ActionReplay.cpp
ActionReplay::UpdateSyncedCodes(synced_codes);
}
void NetPlayClient::OnComputeGameDigest(sf::Packet& packet)
{
SyncIdentifier sync_identifier;
ReceiveSyncIdentifier(packet, sync_identifier);
ComputeGameDigest(sync_identifier);
}
void NetPlayClient::OnGameDigestProgress(sf::Packet& packet)
{
PlayerId pid;
int progress;
packet >> pid;
packet >> progress;
m_dialog->SetGameDigestProgress(pid, progress);
}
void NetPlayClient::OnGameDigestResult(sf::Packet& packet)
{
PlayerId pid;
std::string result;
packet >> pid;
packet >> result;
m_dialog->SetGameDigestResult(pid, result);
}
void NetPlayClient::OnGameDigestError(sf::Packet& packet)
{
PlayerId pid;
std::string error;
packet >> pid;
packet >> error;
m_dialog->SetGameDigestResult(pid, error);
}
void NetPlayClient::OnGameDigestAbort()
{
m_should_compute_game_digest = false;
m_dialog->AbortGameDigest();
}
void NetPlayClient::Send(const sf::Packet& packet, const u8 channel_id)
{
Common::ENet::SendPacket(m_server, packet, channel_id);
}
void NetPlayClient::DisplayPlayersPing()
{
if (!Config::Get(Config::GFX_SHOW_NETPLAY_PING))
return;
OSD::AddTypedMessage(OSD::MessageType::NetPlayPing, fmt::format("Ping: {}", GetPlayersMaxPing()),
OSD::Duration::SHORT, OSD::Color::CYAN);
}
u32 NetPlayClient::GetPlayersMaxPing() const
{
return std::ranges::max_element(m_players, {}, [](const auto& kv) { return kv.second.ping; })
->second.ping;
}
void NetPlayClient::Disconnect()
{
ENetEvent netEvent;
m_connecting = false;
m_connection_state = ConnectionState::Failure;
if (m_server)
enet_peer_disconnect(m_server, 0);
else
return;
while (enet_host_service(m_client, &netEvent, 3000) > 0)
{
switch (netEvent.type)
{
case ENET_EVENT_TYPE_RECEIVE:
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_server = nullptr;
return;
default:
break;
}
}
// didn't disconnect gracefully force disconnect
enet_peer_reset(m_server);
m_server = nullptr;
}
void NetPlayClient::SendAsync(sf::Packet&& packet, const u8 channel_id)
{
{
std::lock_guard lkq(m_crit.async_queue_write);
m_async_queue.Push(AsyncQueueEntry{std::move(packet), channel_id});
}
Common::ENet::WakeupThread(m_client);
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
INFO_LOG_FMT(NETPLAY, "NetPlayClient starting.");
Common::QoSSession qos_session;
if (Config::Get(Config::NETPLAY_ENABLE_QOS))
{
qos_session = Common::QoSSession(m_server);
if (qos_session.Successful())
{
m_dialog->AppendChat(
Common::GetStringT("Quality of Service (QoS) was successfully enabled."));
}
else
{
m_dialog->AppendChat(Common::GetStringT("Quality of Service (QoS) couldn't be enabled."));
}
}
while (m_do_loop.IsSet())
{
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_client, &netEvent, 250);
while (!m_async_queue.Empty())
{
INFO_LOG_FMT(NETPLAY, "Processing async queue event.");
{
auto& e = m_async_queue.Front();
Send(e.packet, e.channel_id);
}
INFO_LOG_FMT(NETPLAY, "Processing async queue event done.");
m_async_queue.Pop();
}
if (net > 0)
{
sf::Packet rpac;
switch (netEvent.type)
{
case ENET_EVENT_TYPE_CONNECT:
INFO_LOG_FMT(NETPLAY, "enet_host_service: connect event");
break;
case ENET_EVENT_TYPE_RECEIVE:
INFO_LOG_FMT(NETPLAY, "enet_host_service: receive event");
rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
OnData(rpac);
enet_packet_destroy(netEvent.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
INFO_LOG_FMT(NETPLAY, "enet_host_service: disconnect event");
m_dialog->OnConnectionLost();
if (m_is_running.IsSet())
StopGame();
break;
default:
// not a valid switch case due to not technically being part of the enum
if (static_cast<int>(netEvent.type) == Common::ENet::SKIPPABLE_EVENT)
INFO_LOG_FMT(NETPLAY, "enet_host_service: skippable packet event");
else
ERROR_LOG_FMT(NETPLAY, "enet_host_service: unknown event type: {}", int(netEvent.type));
break;
}
}
else if (net == 0)
{
INFO_LOG_FMT(NETPLAY, "enet_host_service: no event occurred");
}
else
{
ERROR_LOG_FMT(NETPLAY, "enet_host_service error: {}", net);
}
}
INFO_LOG_FMT(NETPLAY, "NetPlayClient shutting down.");
Disconnect();
return;
}
// called from ---GUI--- thread
std::vector<const Player*> NetPlayClient::GetPlayers()
{
std::lock_guard lkp(m_crit.players);
std::vector<const Player*> players;
for (const auto& pair : m_players)
players.push_back(&pair.second);
return players;
}
const NetSettings& NetPlayClient::GetNetSettings() const
{
return m_net_settings;
}
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet packet;
packet << MessageID::ChatMessage;
packet << msg;
SendAsync(std::move(packet));
}
// called from ---CPU--- thread
void NetPlayClient::AddPadStateToPacket(const int in_game_pad, const GCPadStatus& pad,
sf::Packet& packet)
{
packet << static_cast<PadIndex>(in_game_pad);
packet << pad.button;
if (!m_gba_config[in_game_pad].enabled)
{
packet << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
<< pad.substickY << pad.triggerLeft << pad.triggerRight << pad.isConnected;
}
}
// called from ---CPU--- thread
void NetPlayClient::AddWiimoteStateToPacket(int in_game_pad,
const WiimoteEmu::SerializedWiimoteState& state,
sf::Packet& packet)
{
packet << static_cast<PadIndex>(in_game_pad);
packet << state.length;
for (size_t i = 0; i < state.length; ++i)
packet << state.data[i];
}
// called from ---GUI--- thread
void NetPlayClient::SendStartGamePacket()
{
sf::Packet packet;
packet << MessageID::StartGame;
packet << m_current_game;
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
void NetPlayClient::SendStopGamePacket()
{
sf::Packet packet;
packet << MessageID::StopGame;
SendAsync(std::move(packet));
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string& path)
{
std::lock_guard lkg(m_crit.game);
SendStartGamePacket();
if (m_is_running.IsSet())
{
PanicAlertFmtT("Game is already running!");
return false;
}
m_timebase_frame = 0;
m_current_golfer = 1;
m_wait_on_input = false;
m_is_running.Set();
NetPlay_Enable(this);
ClearBuffers();
m_first_pad_status_received.fill(false);
if (m_dialog->IsRecording())
{
auto& movie = Core::System::GetInstance().GetMovie();
if (movie.IsReadOnly())
movie.SetReadOnly(false);
Movie::ControllerTypeArray controllers{};
Movie::WiimoteEnabledArray wiimotes{};
for (unsigned int i = 0; i < 4; ++i)
{
if (m_pad_map[i] > 0 && m_gba_config[i].enabled)
controllers[i] = Movie::ControllerType::GBA;
else if (m_pad_map[i] > 0)
controllers[i] = Movie::ControllerType::GC;
else
controllers[i] = Movie::ControllerType::None;
wiimotes[i] = m_wiimote_map[i] > 0;
}
movie.BeginRecordingInput(controllers, wiimotes);
}
for (unsigned int i = 0; i < 4; ++i)
{
Config::SetCurrent(Config::GetInfoForWiimoteSource(i),
m_wiimote_map[i] > 0 ? WiimoteSource::Emulated : WiimoteSource::None);
}
// boot game
auto boot_session_data = std::make_unique<BootSessionData>();
INFO_LOG_FMT(NETPLAY,
"Setting Wii sync data: has FS {}, sync_titles = {:016x}, redirect folder = {}",
!!m_wii_sync_fs, fmt::join(m_wii_sync_titles, ", "), m_wii_sync_redirect_folder);
boot_session_data->SetWiiSyncData(std::move(m_wii_sync_fs), std::move(m_wii_sync_titles),
std::move(m_wii_sync_redirect_folder), [] {
// on emulation end clean up the Wii save sync directory --
// see OnSyncSaveDataWii()
const std::string wii_path = File::GetUserPath(D_USER_IDX) +
"Wii" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(wii_path))
File::DeleteDirRecursively(wii_path);
const std::string redirect_path =
File::GetUserPath(D_USER_IDX) +
"Redirect" GC_MEMCARD_NETPLAY DIR_SEP;
if (File::Exists(redirect_path))
File::DeleteDirRecursively(redirect_path);
});
boot_session_data->SetNetplaySettings(std::make_unique<NetPlay::NetSettings>(m_net_settings));
m_dialog->BootGame(path, std::move(boot_session_data));
UpdateDevices();
return true;
}
void NetPlayClient::SyncSaveDataResponse(const bool success)
{
m_dialog->AppendChat(success ? Common::GetStringT("Data received!") :
Common::GetStringT("Error processing data."));
if (success)
{
if (++m_sync_save_data_success_count >= m_sync_save_data_count)
{
sf::Packet response_packet;
response_packet << MessageID::SyncSaveData;
response_packet << SyncSaveDataID::Success;
Send(response_packet);
}
}
else
{
sf::Packet response_packet;
response_packet << MessageID::SyncSaveData;
response_packet << SyncSaveDataID::Failure;
Send(response_packet);
}
}
void NetPlayClient::SyncCodeResponse(const bool success)
{
// If something failed, immediately report back that code sync failed
if (!success)
{
m_dialog->AppendChat(Common::GetStringT("Error processing codes."));
sf::Packet response_packet;
response_packet << MessageID::SyncCodes;
response_packet << SyncCodeID::Failure;
Send(response_packet);
return;
}
// If both gecko and AR codes have completely finished transferring, report back as successful
if (m_sync_gecko_codes_complete && m_sync_ar_codes_complete)
{
m_dialog->AppendChat(Common::GetStringT("Codes received!"));
sf::Packet response_packet;
response_packet << MessageID::SyncCodes;
response_packet << SyncCodeID::Success;
Send(response_packet);
}
}
// called from ---GUI--- thread
bool NetPlayClient::ChangeGame(const std::string&)
{
return true;
}
// called from ---NETPLAY--- thread
void NetPlayClient::UpdateDevices()
{
u8 local_pad = 0;
u8 pad = 0;
auto& si = Core::System::GetInstance().GetSerialInterface();
for (auto player_id : m_pad_map)
{
if (m_gba_config[pad].enabled && player_id > 0)
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_GBA_EMULATED, pad);
}
else if (player_id == m_local_player->pid)
{
// Use local controller types for local controllers if they are compatible
const SerialInterface::SIDevices si_device =
Config::Get(Config::GetInfoForSIDevice(local_pad));
if (SerialInterface::SIDevice_IsGCController(si_device))
{
si.ChangeDevice(si_device, pad);
if (si_device == SerialInterface::SIDEVICE_WIIU_ADAPTER)
{
GCAdapter::ResetDeviceType(local_pad);
}
}
else
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
local_pad++;
}
else if (player_id > 0)
{
si.ChangeDevice(SerialInterface::SIDEVICE_GC_CONTROLLER, pad);
}
else
{
si.ChangeDevice(SerialInterface::SIDEVICE_NONE, pad);
}
pad++;
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::ClearBuffers()
{
// clear pad buffers, Clear method isn't thread safe
for (unsigned int i = 0; i < 4; ++i)
{
while (m_pad_buffer[i].Size())
m_pad_buffer[i].Pop();
while (m_wiimote_buffer[i].Size())
m_wiimote_buffer[i].Pop();
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnTraversalStateChanged()
{
const Common::TraversalClient::State state = m_traversal_client->GetState();
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnection &&
state == Common::TraversalClient::State::Connected)
{
m_connection_state = ConnectionState::WaitingForTraversalClientConnectReady;
m_traversal_client->ConnectToClient(m_host_spec);
}
else if (m_connection_state != ConnectionState::Failure &&
state == Common::TraversalClient::State::Failure)
{
Disconnect();
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
}
m_dialog->OnTraversalStateChanged(state);
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectReady(ENetAddress addr)
{
if (m_connection_state == ConnectionState::WaitingForTraversalClientConnectReady)
{
m_connection_state = ConnectionState::Connecting;
enet_host_connect(m_client, &addr, CHANNEL_COUNT, 0);
}
}
// called from ---NETPLAY--- thread
void NetPlayClient::OnConnectFailed(Common::TraversalConnectFailedReason reason)
{
m_connecting = false;
m_connection_state = ConnectionState::Failure;
switch (reason)
{
case Common::TraversalConnectFailedReason::ClientDidntRespond:
PanicAlertFmtT("Traversal server timed out connecting to the host");
break;
case Common::TraversalConnectFailedReason::ClientFailure:
PanicAlertFmtT("Server rejected traversal attempt");
break;
case Common::TraversalConnectFailedReason::NoSuchClient:
PanicAlertFmtT("Invalid host");
break;
default:
PanicAlertFmtT("Unknown error {0:x}", static_cast<int>(reason));
break;
}
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const int pad_nb, const bool batching, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
// Imagine a physical device that links three GameCubes together
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three GameCubes, then every single
// controller should be plugged into slot 1.
//
// If you have a 4P game, then one of the GameCubes will have
// a controller plugged into slot 1, and another in slot 2.
//
// The slot number is the "local" pad number, and what player
// it actually means is the "in-game" pad number.
// When the 1st in-game pad is polled and batching is set, the
// others will be polled as well. To reduce latency, we poll all
// local controllers at once and then send the status to the other
// clients.
//
// Batching is enabled when polled from VI. If batching is not
// enabled, the poll is probably from MMIO, which can poll any
// specific pad arbitrarily. In this case, we poll just that pad
// and send it.
// When here when told to so we don't deadlock in certain situations
while (m_wait_on_input)
{
if (!m_is_running.IsSet())
{
return false;
}
if (m_wait_on_input_received)
{
// Tell the server we've acknowledged the message
sf::Packet spac;
spac << MessageID::GolfPrepare;
Send(spac);
m_wait_on_input_received = false;
}
m_wait_on_input_event.Wait();
}
if (IsFirstInGamePad(pad_nb) && batching)
{
sf::Packet packet;
packet << MessageID::PadData;
bool send_packet = false;
const int num_local_pads = NumLocalPads();
for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
{
send_packet = PollLocalPad(local_pad, packet) || send_packet;
}
if (send_packet)
SendAsync(std::move(packet));
if (m_host_input_authority)
SendPadHostPoll(-1);
}
if (!batching)
{
const int local_pad = InGamePadToLocalPad(pad_nb);
if (local_pad < 4)
{
sf::Packet packet;
packet << MessageID::PadData;
if (PollLocalPad(local_pad, packet))
SendAsync(std::move(packet));
}
if (m_host_input_authority)
SendPadHostPoll(pad_nb);
}
if (m_host_input_authority)
{
if (m_local_player->pid != m_current_golfer)
{
// CoreTiming acts funny and causes what looks like frame skip if
// we toggle the emulation speed too quickly, so to prevent this
// we wait until the buffer has been over for at least 1 second.
const bool buffer_over_target = m_pad_buffer[pad_nb].Size() > m_target_buffer_size + 1;
if (!buffer_over_target)
m_buffer_under_target_last = std::chrono::steady_clock::now();
std::chrono::duration<double> time_diff =
std::chrono::steady_clock::now() - m_buffer_under_target_last;
if (time_diff.count() >= 1.0 || !buffer_over_target)
{
// run fast if the buffer is overfilled, otherwise run normal speed
Config::SetCurrent(Config::MAIN_EMULATION_SPEED, buffer_over_target ? 0.0f : 1.0f);
}
}
else
{
// Set normal speed when we're the host, otherwise it can get stuck at unlimited
Config::SetCurrent(Config::MAIN_EMULATION_SPEED, 1.0f);
}
}
// Now, we either use the data pushed earlier, or wait for the
// other clients to send it to us
while (m_pad_buffer[pad_nb].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
m_gc_pad_event.Wait();
}
m_pad_buffer[pad_nb].Pop(*pad_status);
auto& movie = Core::System::GetInstance().GetMovie();
if (movie.IsRecordingInput())
{
movie.RecordInput(pad_status, pad_nb);
movie.InputUpdate();
}
else
{
movie.CheckPadStatus(pad_status, pad_nb);
}
return true;
}
u64 NetPlayClient::GetInitialRTCValue() const
{
return m_initial_rtc;
}
// called from ---CPU--- thread
bool NetPlayClient::WiimoteUpdate(const std::span<WiimoteDataBatchEntry>& entries)
{
for (const WiimoteDataBatchEntry& entry : entries)
{
const int local_wiimote = InGameWiimoteToLocalWiimote(entry.wiimote);
DEBUG_LOG_FMT(NETPLAY,
"Entering WiimoteUpdate() with wiimote {}, local_wiimote {}, state [{:02x}]",
entry.wiimote, local_wiimote,
fmt::join(std::span(entry.state->data.data(), entry.state->length), ", "));
if (local_wiimote < 4)
{
sf::Packet packet;
packet << MessageID::WiimoteData;
if (AddLocalWiimoteToBuffer(local_wiimote, *entry.state, packet))
SendAsync(std::move(packet));
}
// Now, we either use the data pushed earlier, or wait for the
// other clients to send it to us
while (m_wiimote_buffer[entry.wiimote].Size() == 0)
{
if (!m_is_running.IsSet())
{
return false;
}
m_wii_pad_event.Wait();
}
m_wiimote_buffer[entry.wiimote].Pop(*entry.state);
DEBUG_LOG_FMT(NETPLAY, "Exiting WiimoteUpdate() with wiimote {}, state [{:02x}]", entry.wiimote,
fmt::join(std::span(entry.state->data.data(), entry.state->length), ", "));
}
return true;
}
bool NetPlayClient::PollLocalPad(const int local_pad, sf::Packet& packet)
{
const int ingame_pad = LocalPadToInGamePad(local_pad);
bool data_added = false;
GCPadStatus pad_status;
if (m_gba_config[ingame_pad].enabled)
{
pad_status = Pad::GetGBAStatus(local_pad);
}
else if (Config::Get(Config::GetInfoForSIDevice(local_pad)) ==
SerialInterface::SIDEVICE_WIIU_ADAPTER)
{
pad_status = GCAdapter::Input(local_pad);
}
else
{
pad_status = Pad::GetStatus(local_pad);
}
if (m_host_input_authority)
{
if (m_local_player->pid != m_current_golfer)
{
// add to packet
AddPadStateToPacket(ingame_pad, pad_status, packet);
data_added = true;
}
else
{
// set locally
m_last_pad_status[ingame_pad] = pad_status;
m_first_pad_status_received[ingame_pad] = true;
}
}
else
{
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_pad_buffer[ingame_pad].Size() <= m_target_buffer_size)
{
// add to buffer
m_pad_buffer[ingame_pad].Push(pad_status);
// add to packet
AddPadStateToPacket(ingame_pad, pad_status, packet);
data_added = true;
}
}
return data_added;
}
bool NetPlayClient::AddLocalWiimoteToBuffer(const int local_wiimote,
const WiimoteEmu::SerializedWiimoteState& state,
sf::Packet& packet)
{
const int ingame_pad = LocalWiimoteToInGameWiimote(local_wiimote);
bool data_added = false;
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
while (m_wiimote_buffer[ingame_pad].Size() <= m_target_buffer_size)
{
// add to buffer
m_wiimote_buffer[ingame_pad].Push(state);
// add to packet
AddWiimoteStateToPacket(ingame_pad, state, packet);
data_added = true;
}
return data_added;
}
void NetPlayClient::SendPadHostPoll(const PadIndex pad_num)
{
// Here we handle polling for the Host Input Authority and Golf modes. Pad data is "polled" from
// the most recent data received for the given pad. Passing pad_num < 0 will poll all assigned
// pads (used for batched polls), while 0..3 will poll the respective pad (used for MMIO polls).
// See GetNetPads for more details.
//
// If the local buffer is non-empty, we skip actually buffering and sending new pad data, this way
// don't end up with permanent local latency. It does create a period of time where no inputs are
// accepted, but under typical circumstances this is not noticeable.
//
// Additionally, we wait until some actual pad data has been received before buffering and sending
// it, otherwise controllers get calibrated wrongly with the default values of GCPadStatus.
if (m_local_player->pid != m_current_golfer)
return;
sf::Packet packet;
packet << MessageID::PadHostData;
if (pad_num < 0)
{
for (size_t i = 0; i < m_pad_map.size(); i++)
{
if (m_pad_map[i] <= 0)
continue;
while (!m_first_pad_status_received[i])
{
if (!m_is_running.IsSet())
return;
m_first_pad_status_received_event.Wait();
}
}
for (size_t i = 0; i < m_pad_map.size(); i++)
{
if (m_pad_map[i] == 0 || m_pad_buffer[i].Size() > 0)
continue;
const GCPadStatus& pad_status = m_last_pad_status[i];
m_pad_buffer[i].Push(pad_status);
AddPadStateToPacket(static_cast<int>(i), pad_status, packet);
}
}
else if (m_pad_map[pad_num] != 0)
{
while (!m_first_pad_status_received[pad_num])
{
if (!m_is_running.IsSet())
return;
m_first_pad_status_received_event.Wait();
}
if (m_pad_buffer[pad_num].Size() == 0)
{
const GCPadStatus& pad_status = m_last_pad_status[pad_num];
m_pad_buffer[pad_num].Push(pad_status);
AddPadStateToPacket(pad_num, pad_status, packet);
}
}
SendAsync(std::move(packet));
}
void NetPlayClient::InvokeStop()
{
m_is_running.Clear();
// stop waiting for input
m_gc_pad_event.Set();
m_wii_pad_event.Set();
m_first_pad_status_received_event.Set();
m_wait_on_input_event.Set();
}
// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
bool NetPlayClient::StopGame()
{
InvokeStop();
NetPlay_Disable();
// stop game
m_dialog->StopGame();
return true;
}
// called from ---GUI--- thread
void NetPlayClient::Stop()
{
if (!m_is_running.IsSet())
return;
InvokeStop();
// Tell the server to stop if we have a pad mapped in game.
if (LocalPlayerHasControllerMapped())
SendStopGamePacket();
else
StopGame();
}
void NetPlayClient::RequestStopGame()
{
// Tell the server to stop if we have a pad mapped in game.
if (LocalPlayerHasControllerMapped())
SendStopGamePacket();
}
void NetPlayClient::SendPowerButtonEvent()
{
sf::Packet packet;
packet << MessageID::PowerButton;
SendAsync(std::move(packet));
}
void NetPlayClient::RequestGolfControl(const PlayerId pid)
{
if (!m_host_input_authority || !m_net_settings.golf_mode)
return;
sf::Packet packet;
packet << MessageID::GolfRequest;
packet << pid;
SendAsync(std::move(packet));
}
void NetPlayClient::RequestGolfControl()
{
RequestGolfControl(m_local_player->pid);
}
// called from ---GUI--- thread
std::string NetPlayClient::GetCurrentGolfer()
{
std::lock_guard lkp(m_crit.players);
if (m_players.contains(m_current_golfer))
return m_players[m_current_golfer].name;
return "";
}
// called from ---GUI--- thread
bool NetPlayClient::LocalPlayerHasControllerMapped() const
{
return PlayerHasControllerMapped(m_local_player->pid);
}
bool NetPlayClient::IsFirstInGamePad(int ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
[](auto mapping) { return mapping > 0; });
}
int NetPlayClient::NumLocalPads() const
{
return std::ranges::count(m_pad_map, m_local_player->pid);
}
int NetPlayClient::NumLocalWiimotes() const
{
return std::ranges::count(m_wiimote_map, m_local_player->pid);
}
static int InGameToLocal(int ingame_pad, const PadMappingArray& pad_map, PlayerId local_player_pid)
{
// not our pad
if (pad_map[ingame_pad] != local_player_pid)
return 4;
int local_pad = 0;
int pad = 0;
for (; pad < ingame_pad; ++pad)
{
if (pad_map[pad] == local_player_pid)
local_pad++;
}
return local_pad;
}
static int LocalToInGame(int local_pad, const PadMappingArray& pad_map, PlayerId local_player_pid)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
// go in order.
int local_pad_count = -1;
int ingame_pad = 0;
for (; ingame_pad < 4; ingame_pad++)
{
if (pad_map[ingame_pad] == local_player_pid)
local_pad_count++;
if (local_pad_count == local_pad)
break;
}
return ingame_pad;
}
int NetPlayClient::InGamePadToLocalPad(int ingame_pad) const
{
return InGameToLocal(ingame_pad, m_pad_map, m_local_player->pid);
}
int NetPlayClient::LocalPadToInGamePad(int local_pad) const
{
return LocalToInGame(local_pad, m_pad_map, m_local_player->pid);
}
int NetPlayClient::InGameWiimoteToLocalWiimote(int ingame_wiimote) const
{
return InGameToLocal(ingame_wiimote, m_wiimote_map, m_local_player->pid);
}
int NetPlayClient::LocalWiimoteToInGameWiimote(int local_wiimote) const
{
return LocalToInGame(local_wiimote, m_wiimote_map, m_local_player->pid);
}
bool NetPlayClient::PlayerHasControllerMapped(const PlayerId pid) const
{
const auto mapping_matches_player_id = [pid](const PlayerId& mapping) { return mapping == pid; };
return std::ranges::any_of(m_pad_map, mapping_matches_player_id) ||
std::ranges::any_of(m_wiimote_map, mapping_matches_player_id);
}
bool NetPlayClient::IsLocalPlayer(const PlayerId pid) const
{
return pid == m_local_player->pid;
}
const PlayerId& NetPlayClient::GetLocalPlayerId() const
{
return m_local_player->pid;
}
void NetPlayClient::SendGameStatus()
{
sf::Packet packet;
packet << MessageID::GameStatus;
SyncIdentifierComparison result;
m_dialog->FindGameFile(m_selected_game, &result);
for (size_t i = 0; i < 4; ++i)
{
if (m_gba_config[i].enabled && m_gba_config[i].has_rom &&
m_net_settings.gba_rom_paths[i].empty())
{
result = SyncIdentifierComparison::DifferentGame;
}
}
packet << static_cast<u32>(result);
Send(packet);
}
void NetPlayClient::SendTimeBase()
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client->m_timebase_frame % 60 == 0)
{
const u64 timebase = Core::System::GetInstance().GetSystemTimers().GetFakeTimeBase();
sf::Packet packet;
packet << MessageID::TimeBase;
packet << timebase;
packet << netplay_client->m_timebase_frame;
netplay_client->SendAsync(std::move(packet));
}
netplay_client->m_timebase_frame++;
}
bool NetPlayClient::DoAllPlayersHaveGame()
{
std::lock_guard lkp(m_crit.players);
return std::ranges::all_of(m_players, [](const auto& entry) {
return entry.second.game_status == SyncIdentifierComparison::SameGame;
});
}
static std::string SHA1Sum(const std::string& file_path, std::function<bool(int)> report_progress)
{
std::vector<u8> data(8 * 1024 * 1024);
u64 read_offset = 0;
std::unique_ptr<DiscIO::BlobReader> file(DiscIO::CreateBlobReader(file_path));
u64 game_size = file->GetDataSize();
auto ctx = Common::SHA1::CreateContext();
while (read_offset < game_size)
{
size_t read_size = std::min(static_cast<u64>(data.size()), game_size - read_offset);
if (!file->Read(read_offset, read_size, data.data()))
return "";
ctx->Update(data.data(), read_size);
read_offset += read_size;
int progress =
static_cast<int>(static_cast<float>(read_offset) / static_cast<float>(game_size) * 100);
if (!report_progress(progress))
return "";
}
// Convert to hex
return fmt::format("{:02x}", fmt::join(ctx->Finish(), ""));
}
void NetPlayClient::ComputeGameDigest(const SyncIdentifier& sync_identifier)
{
if (m_should_compute_game_digest)
return;
m_dialog->ShowGameDigestDialog(sync_identifier.game_id);
m_should_compute_game_digest = true;
std::string file;
if (sync_identifier == GetSDCardIdentifier())
file = File::GetUserPath(F_WIISDCARDIMAGE_IDX);
else if (auto game = m_dialog->FindGameFile(sync_identifier))
file = game->GetFilePath();
if (file.empty() || !File::Exists(file))
{
sf::Packet packet;
packet << MessageID::GameDigestError;
packet << "file not found";
Send(packet);
return;
}
if (m_game_digest_thread.joinable())
m_game_digest_thread.join();
m_game_digest_thread = std::thread([this, file]() {
std::string sum = SHA1Sum(file, [&](int progress) {
sf::Packet packet;
packet << MessageID::GameDigestProgress;
packet << progress;
SendAsync(std::move(packet));
return m_should_compute_game_digest;
});
sf::Packet packet;
packet << MessageID::GameDigestResult;
packet << sum;
SendAsync(std::move(packet));
});
}
const PadMappingArray& NetPlayClient::GetPadMapping() const
{
return m_pad_map;
}
const GBAConfigArray& NetPlayClient::GetGBAConfig() const
{
return m_gba_config;
}
const PadMappingArray& NetPlayClient::GetWiimoteMapping() const
{
return m_wiimote_map;
}
void NetPlayClient::AdjustPadBufferSize(const unsigned int size)
{
m_target_buffer_size = size;
m_dialog->OnPadBufferChanged(size);
}
void NetPlayClient::SetWiiSyncData(std::unique_ptr<IOS::HLE::FS::FileSystem> fs,
std::vector<u64> titles, std::string redirect_folder)
{
m_wii_sync_fs = std::move(fs);
m_wii_sync_titles = std::move(titles);
m_wii_sync_redirect_folder = std::move(redirect_folder);
}
SyncIdentifier NetPlayClient::GetSDCardIdentifier()
{
return SyncIdentifier{{}, "sd", {}, {}, {}, {}};
}
std::string GetPlayerMappingString(PlayerId pid, const PadMappingArray& pad_map,
const GBAConfigArray& gba_config,
const PadMappingArray& wiimote_map)
{
std::vector<size_t> gc_slots, gba_slots, wiimote_slots;
for (size_t i = 0; i < pad_map.size(); ++i)
{
if (pad_map[i] == pid && !gba_config[i].enabled)
gc_slots.push_back(i + 1);
if (pad_map[i] == pid && gba_config[i].enabled)
gba_slots.push_back(i + 1);
if (wiimote_map[i] == pid)
wiimote_slots.push_back(i + 1);
}
std::vector<std::string> groups;
std::array<std::pair<std::string, std::vector<size_t>*>, 3> slot_groups = {
{{"GC", &gc_slots}, {"GBA", &gba_slots}, {"Wii", &wiimote_slots}}};
for (const auto& [group_name, slots] : slot_groups)
{
if (!slots->empty())
groups.emplace_back(fmt::format("{}{}", group_name, fmt::join(*slots, ",")));
}
std::string res = fmt::format("{}", fmt::join(groups, "|"));
return res.empty() ? "None" : res;
}
bool IsNetPlayRunning()
{
return netplay_client != nullptr;
}
void SetSIPollBatching(bool state)
{
s_si_poll_batching = state;
}
void SendPowerButtonEvent()
{
ASSERT(IsNetPlayRunning());
netplay_client->SendPowerButtonEvent();
}
std::string GetGBASavePath(int pad_num)
{
std::lock_guard lk(crit_netplay_client);
if (!netplay_client || netplay_client->GetNetSettings().is_hosting)
{
#ifdef HAS_LIBMGBA
std::string rom_path = Config::Get(Config::MAIN_GBA_ROM_PATHS[pad_num]);
return HW::GBA::Core::GetSavePath(rom_path, pad_num);
#else
return {};
#endif
}
if (!netplay_client->GetNetSettings().savedata_load)
return {};
return fmt::format("{}{}{}.sav", File::GetUserPath(D_GBAUSER_IDX), GBA_SAVE_NETPLAY, pad_num + 1);
}
PadDetails GetPadDetails(int pad_num)
{
std::lock_guard lk(crit_netplay_client);
PadDetails res{};
res.local_pad = 4;
if (!netplay_client)
return res;
auto pad_map = netplay_client->GetPadMapping();
if (pad_map[pad_num] <= 0)
return res;
for (auto player : netplay_client->GetPlayers())
{
if (player->pid == pad_map[pad_num])
res.player_name = player->name;
}
int local_pad = 0;
int non_local_pad = 0;
for (int i = 0; i < pad_num; ++i)
{
if (netplay_client->IsLocalPlayer(pad_map[i]))
++local_pad;
else
++non_local_pad;
}
res.is_local = netplay_client->IsLocalPlayer(pad_map[pad_num]);
res.local_pad = res.is_local ? local_pad : netplay_client->NumLocalPads() + non_local_pad;
res.hide_gba = !res.is_local && netplay_client->GetNetSettings().hide_remote_gbas &&
netplay_client->LocalPlayerHasControllerMapped();
return res;
}
int NumLocalWiimotes()
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client)
return netplay_client->NumLocalWiimotes();
return 0;
}
void NetPlay_Enable(NetPlayClient* const np)
{
std::lock_guard lk(crit_netplay_client);
netplay_client = np;
}
void NetPlay_Disable()
{
std::lock_guard lk(crit_netplay_client);
netplay_client = nullptr;
}
} // namespace NetPlay
// stuff hacked into dolphin
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool SerialInterface::CSIDevice_GCController::NetPlay_GetInput(int pad_num, GCPadStatus* status)
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->GetNetPads(pad_num, NetPlay::s_si_poll_batching, status);
return false;
}
bool NetPlay::NetPlay_GetWiimoteData(const std::span<NetPlayClient::WiimoteDataBatchEntry>& entries)
{
std::lock_guard lk(crit_netplay_client);
if (netplay_client)
return netplay_client->WiimoteUpdate(entries);
return false;
}
unsigned int NetPlay::NetPlay_GetLocalWiimoteForSlot(unsigned int slot)
{
if (slot >= std::tuple_size_v<PadMappingArray>)
return slot;
std::lock_guard lk(crit_netplay_client);
if (!netplay_client)
return slot;
const auto& mapping = netplay_client->GetWiimoteMapping();
const auto& local_player_id = netplay_client->GetLocalPlayerId();
std::array<unsigned int, std::tuple_size_v<std::decay_t<decltype(mapping)>>> slot_map;
size_t player_count = 0;
for (size_t i = 0; i < mapping.size(); ++i)
{
if (mapping[i] == local_player_id)
{
slot_map[i] = static_cast<unsigned int>(player_count);
++player_count;
}
}
for (size_t i = 0; i < mapping.size(); ++i)
{
if (mapping[i] != local_player_id)
{
slot_map[i] = static_cast<unsigned int>(player_count);
++player_count;
}
}
INFO_LOG_FMT(NETPLAY, "Wiimote slot map: [{}]", fmt::join(slot_map, ", "));
return slot_map[slot];
}
// called from ---CPU--- thread
// so all players' games get the same time
//
// also called from ---GUI--- thread when starting input recording
u64 ExpansionInterface::CEXIIPL::NetPlay_GetEmulatedTime()
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->GetInitialRTCValue();
return 0;
}
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
int SerialInterface::CSIDevice_GCController::NetPlay_InGamePadToLocalPad(int numPAD)
{
std::lock_guard lk(NetPlay::crit_netplay_client);
if (NetPlay::netplay_client)
return NetPlay::netplay_client->InGamePadToLocalPad(numPAD);
return numPAD;
}