Example #1
0
/**
 * netplay_poll:
 * @netplay              : pointer to netplay object
 *
 * Polls network to see if we have anything new. If our 
 * network buffer is full, we simply have to block 
 * for new input data.
 *
 * Returns: true (1) if successful, otherwise false (0).
 **/
static bool netplay_poll(void)
{
   int res;

   if (!netplay_data->has_connection)
      return false;

   netplay_data->can_poll = false;

   get_self_input_state(netplay_data);

   /* No network side in spectate mode */
   if (netplay_is_server(netplay_data) && netplay_data->spectate.enabled)
      return true;

   /* Read Netplay input, block if we're configured to stall for input every
    * frame */
   if (netplay_data->stall_frames == 0 &&
       netplay_data->read_frame_count <= netplay_data->self_frame_count)
      res = poll_input(netplay_data, true);
   else
      res = poll_input(netplay_data, false);
   if (res == -1)
   {
      hangup(netplay_data);
      return false;
   }

   /* Simulate the input if we don't have real input */
   if (!netplay_data->buffer[netplay_data->self_ptr].have_remote)
      netplay_simulate_input(netplay_data, netplay_data->self_ptr);

   /* Consider stalling */
   switch (netplay_data->stall)
   {
      case RARCH_NETPLAY_STALL_RUNNING_FAST:
         if (netplay_data->read_frame_count >= netplay_data->self_frame_count)
            netplay_data->stall = RARCH_NETPLAY_STALL_NONE;
         break;

      default: /* not stalling */
         if (netplay_data->read_frame_count + netplay_data->stall_frames 
               <= netplay_data->self_frame_count)
         {
            netplay_data->stall      = RARCH_NETPLAY_STALL_RUNNING_FAST;
            netplay_data->stall_time = cpu_features_get_time_usec();
         }
   }

   /* If we're stalling, consider disconnection */
   if (netplay_data->stall)
   {
      retro_time_t now = cpu_features_get_time_usec();

      /* Don't stall out while they're paused */
      if (netplay_data->remote_paused)
         netplay_data->stall_time = now;
      else if (now - netplay_data->stall_time >= MAX_STALL_TIME_USEC)
      {
         /* Stalled out! */
         hangup(netplay_data);
         return false;
      }
   }

   return true;
}
Example #2
0
/**
 * netplay_net_post_frame:
 * @netplay              : pointer to netplay object
 *
 * Post-frame for Netplay (normal version).
 * We check if we have new input and replay from recorded input.
 **/
static void netplay_net_post_frame(netplay_t *netplay)
{
   netplay->self_ptr = NEXT_PTR(netplay->self_ptr);
   netplay->self_frame_count++;

   /* Only relevant if we're connected */
   if (!netplay->has_connection)
   {
      netplay->read_frame_count = netplay->other_frame_count = netplay->self_frame_count;
      netplay->read_ptr = netplay->other_ptr = netplay->self_ptr;
      return;
   }

#ifndef DEBUG_NONDETERMINISTIC_CORES
   if (!netplay->force_rewind)
   {
      /* Skip ahead if we predicted correctly.
       * Skip until our simulation failed. */
      while (netplay->other_frame_count < netplay->read_frame_count &&
            netplay->other_frame_count < netplay->self_frame_count)
      {
         struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr];

         if (memcmp(ptr->simulated_input_state, ptr->real_input_state,
                  sizeof(ptr->real_input_state)) != 0
               && !ptr->used_real)
            break;
         netplay_handle_frame_hash(netplay, ptr);
         netplay->other_ptr = NEXT_PTR(netplay->other_ptr);
         netplay->other_frame_count++;
      }
   }
#endif

   /* Now replay the real input if we've gotten ahead of it */
   if (netplay->force_rewind ||
       (netplay->other_frame_count < netplay->read_frame_count &&
        netplay->other_frame_count < netplay->self_frame_count))
   {
      retro_ctx_serialize_info_t serial_info;

      /* Replay frames. */
      netplay->is_replay = true;
      netplay->replay_ptr = netplay->other_ptr;
      netplay->replay_frame_count = netplay->other_frame_count;

      if (netplay->quirks & NETPLAY_QUIRK_INITIALIZATION)
         /* Make sure we're initialized before we start loading things */
         netplay_wait_and_init_serialization(netplay);

      serial_info.data       = NULL;
      serial_info.data_const = netplay->buffer[netplay->replay_ptr].state;
      serial_info.size       = netplay->state_size;

      if (!core_unserialize(&serial_info))
      {
         RARCH_ERR("Netplay savestate loading failed: Prepare for desync!\n");
      }

      while (netplay->replay_frame_count < netplay->self_frame_count)
      {
         struct delta_frame *ptr = &netplay->buffer[netplay->replay_ptr];
         serial_info.data       = ptr->state;
         serial_info.size       = netplay->state_size;
         serial_info.data_const = NULL;

         /* Remember the current state */
         memset(serial_info.data, 0, serial_info.size);
         core_serialize(&serial_info);
         if (netplay->replay_frame_count < netplay->read_frame_count)
            netplay_handle_frame_hash(netplay, ptr);

         /* Simulate this frame's input */
         if (netplay->replay_frame_count >= netplay->read_frame_count)
            netplay_simulate_input(netplay, netplay->replay_ptr);

         autosave_lock();
         core_run();
         autosave_unlock();
         netplay->replay_ptr = NEXT_PTR(netplay->replay_ptr);
         netplay->replay_frame_count++;

#ifdef DEBUG_NONDETERMINISTIC_CORES
         if (ptr->have_remote && netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->replay_ptr], netplay->replay_frame_count))
         {
            RARCH_LOG("PRE  %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
            if (netplay->is_server)
               RARCH_LOG("INP  %X %X\n", ptr->real_input_state[0], ptr->self_state[0]);
            else
               RARCH_LOG("INP  %X %X\n", ptr->self_state[0], ptr->real_input_state[0]);
            ptr = &netplay->buffer[netplay->replay_ptr];
            serial_info.data = ptr->state;
            memset(serial_info.data, 0, serial_info.size);
            core_serialize(&serial_info);
            RARCH_LOG("POST %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
         }
#endif
      }

      if (netplay->read_frame_count < netplay->self_frame_count)
      {
         netplay->other_ptr = netplay->read_ptr;
         netplay->other_frame_count = netplay->read_frame_count;
      }
      else
      {
         netplay->other_ptr = netplay->self_ptr;
         netplay->other_frame_count = netplay->self_frame_count;
      }
      netplay->is_replay = false;
      netplay->force_rewind = false;
   }

   /* If we're supposed to stall, rewind (we shouldn't get this far if we're
    * stalled, so this is a last resort) */
   if (netplay->stall)
   {
      retro_ctx_serialize_info_t serial_info;

      netplay->self_ptr = PREV_PTR(netplay->self_ptr);
      netplay->self_frame_count--;

      serial_info.data       = NULL;
      serial_info.data_const = netplay->buffer[netplay->self_ptr].state;
      serial_info.size       = netplay->state_size;

      core_unserialize(&serial_info);
   }
}
Example #3
0
/**
 * netplay_sync_post_frame
 * @netplay              : pointer to netplay object
 *
 * Post-frame for Netplay synchronization.
 * We check if we have new input and replay from recorded input.
 */
void netplay_sync_post_frame(netplay_t *netplay, bool stalled)
{
   uint32_t lo_frame_count, hi_frame_count;

   /* Unless we're stalling, we've just finished running a frame */
   if (!stalled)
   {
      netplay->run_ptr = NEXT_PTR(netplay->run_ptr);
      netplay->run_frame_count++;
   }

   /* We've finished an input frame even if we're stalling */
   if ((!stalled || netplay->stall == NETPLAY_STALL_INPUT_LATENCY) &&
       netplay->self_frame_count < netplay->run_frame_count + netplay->input_latency_frames)
   {
      netplay->self_ptr = NEXT_PTR(netplay->self_ptr);
      netplay->self_frame_count++;
   }

   /* Only relevant if we're connected and not in a desynching operation */
   if ((netplay->is_server && !netplay->connected_players) ||
       (netplay->self_mode < NETPLAY_CONNECTION_CONNECTED) ||
       (netplay->desync))
   {
      netplay->other_frame_count = netplay->self_frame_count;
      netplay->other_ptr = netplay->self_ptr;
      /* FIXME: Duplication */
      if (netplay->catch_up)
      {
         netplay->catch_up = false;
         input_driver_unset_nonblock_state();
         driver_set_nonblock_state();
      }
      return;
   }

   /* Reset if it was requested */
   if (netplay->force_reset)
   {
      core_reset();
      netplay->force_reset = false;
   }

#ifndef DEBUG_NONDETERMINISTIC_CORES
   if (!netplay->force_rewind)
   {
      /* Skip ahead if we predicted correctly.
       * Skip until our simulation failed. */
      while (netplay->other_frame_count < netplay->unread_frame_count &&
             netplay->other_frame_count < netplay->run_frame_count)
      {
         struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr];
         size_t i;

         for (i = 0; i < MAX_USERS; i++)
         {
            if (memcmp(ptr->simulated_input_state[i], ptr->real_input_state[i],
                     sizeof(ptr->real_input_state[i])) != 0
                  && !ptr->used_real[i])
               break;
         }
         if (i != MAX_USERS) break;
         netplay_handle_frame_hash(netplay, ptr);
         netplay->other_ptr = NEXT_PTR(netplay->other_ptr);
         netplay->other_frame_count++;
      }
   }
#endif

   /* Now replay the real input if we've gotten ahead of it */
   if (netplay->force_rewind ||
       (netplay->other_frame_count < netplay->unread_frame_count &&
        netplay->other_frame_count < netplay->run_frame_count))
   {
      retro_ctx_serialize_info_t serial_info;

      /* Replay frames. */
      netplay->is_replay = true;
      netplay->replay_ptr = netplay->other_ptr;
      netplay->replay_frame_count = netplay->other_frame_count;

      if (netplay->quirks & NETPLAY_QUIRK_INITIALIZATION)
         /* Make sure we're initialized before we start loading things */
         netplay_wait_and_init_serialization(netplay);

      serial_info.data       = NULL;
      serial_info.data_const = netplay->buffer[netplay->replay_ptr].state;
      serial_info.size       = netplay->state_size;

      if (!core_unserialize(&serial_info))
      {
         RARCH_ERR("Netplay savestate loading failed: Prepare for desync!\n");
      }

      while (netplay->replay_frame_count < netplay->run_frame_count)
      {
         retro_time_t start, tm;

         struct delta_frame *ptr = &netplay->buffer[netplay->replay_ptr];
         serial_info.data       = ptr->state;
         serial_info.size       = netplay->state_size;
         serial_info.data_const = NULL;

         start = cpu_features_get_time_usec();

         /* Remember the current state */
         memset(serial_info.data, 0, serial_info.size);
         core_serialize(&serial_info);
         if (netplay->replay_frame_count < netplay->unread_frame_count)
            netplay_handle_frame_hash(netplay, ptr);

         /* Re-simulate this frame's input */
         netplay_simulate_input(netplay, netplay->replay_ptr, true);

         autosave_lock();
         core_run();
         autosave_unlock();
         netplay->replay_ptr = NEXT_PTR(netplay->replay_ptr);
         netplay->replay_frame_count++;

#ifdef DEBUG_NONDETERMINISTIC_CORES
         if (ptr->have_remote && netplay_delta_frame_ready(netplay, &netplay->buffer[netplay->replay_ptr], netplay->replay_frame_count))
         {
            RARCH_LOG("PRE  %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
            if (netplay->is_server)
               RARCH_LOG("INP  %X %X\n", ptr->real_input_state[0], ptr->self_state[0]);
            else
               RARCH_LOG("INP  %X %X\n", ptr->self_state[0], ptr->real_input_state[0]);
            ptr = &netplay->buffer[netplay->replay_ptr];
            serial_info.data = ptr->state;
            memset(serial_info.data, 0, serial_info.size);
            core_serialize(&serial_info);
            RARCH_LOG("POST %u: %X\n", netplay->replay_frame_count-1, netplay_delta_frame_crc(netplay, ptr));
         }
#endif

         /* Get our time window */
         tm = cpu_features_get_time_usec() - start;
         netplay->frame_run_time_sum -= netplay->frame_run_time[netplay->frame_run_time_ptr];
         netplay->frame_run_time[netplay->frame_run_time_ptr] = tm;
         netplay->frame_run_time_sum += tm;
         netplay->frame_run_time_ptr++;
         if (netplay->frame_run_time_ptr >= NETPLAY_FRAME_RUN_TIME_WINDOW)
            netplay->frame_run_time_ptr = 0;
      }

      /* Average our time */
      netplay->frame_run_time_avg = netplay->frame_run_time_sum / NETPLAY_FRAME_RUN_TIME_WINDOW;

      if (netplay->unread_frame_count < netplay->run_frame_count)
      {
         netplay->other_ptr = netplay->unread_ptr;
         netplay->other_frame_count = netplay->unread_frame_count;
      }
      else
      {
         netplay->other_ptr = netplay->run_ptr;
         netplay->other_frame_count = netplay->run_frame_count;
      }
      netplay->is_replay = false;
      netplay->force_rewind = false;
   }

   if (netplay->is_server)
   {
      uint32_t player;

      lo_frame_count = hi_frame_count = netplay->unread_frame_count;

      /* Look for players that are ahead of us */
      for (player = 0; player < MAX_USERS; player++)
      {
         if (!(netplay->connected_players & (1<<player))) continue;
         if (netplay->read_frame_count[player] > hi_frame_count)
            hi_frame_count = netplay->read_frame_count[player];
      }
   }
   else
   {
      lo_frame_count = hi_frame_count = netplay->server_frame_count;
   }

   /* If we're behind, try to catch up */
   if (netplay->catch_up)
   {
      /* Are we caught up? */
      if (netplay->self_frame_count + 1 >= lo_frame_count)
      {
         netplay->catch_up = false;
         input_driver_unset_nonblock_state();
         driver_set_nonblock_state();
      }

   }
   else if (!stalled)
   {
      if (netplay->self_frame_count + 3 < lo_frame_count)
      {
         retro_time_t cur_time = cpu_features_get_time_usec();
         uint32_t cur_behind = lo_frame_count - netplay->self_frame_count;

         /* We're behind, but we'll only try to catch up if we're actually
          * falling behind, i.e. if we're more behind after some time */
         if (netplay->catch_up_time == 0)
         {
            /* Record our current time to check for catch-up later */
            netplay->catch_up_time = cur_time;
            netplay->catch_up_behind = cur_behind;

         }
         else if (cur_time - netplay->catch_up_time > CATCH_UP_CHECK_TIME_USEC)
         {
            /* Time to check how far behind we are */
            if (netplay->catch_up_behind <= cur_behind)
            {
               /* We're definitely falling behind! */
               netplay->catch_up = true;
               netplay->catch_up_time = 0;
               input_driver_set_nonblock_state();
               driver_set_nonblock_state();
            }
            else
            {
               /* Check again in another period */
               netplay->catch_up_time = cur_time;
               netplay->catch_up_behind = cur_behind;
            }
         }

      }
      else if (netplay->self_frame_count + 3 < hi_frame_count)
      {
         size_t i;
         netplay->catch_up_time = 0;

         /* We're falling behind some clients but not others, so request that
          * clients ahead of us stall */
         for (i = 0; i < netplay->connections_size; i++)
         {
            struct netplay_connection *connection = &netplay->connections[i];
            int player;
            if (!connection->active ||
                connection->mode != NETPLAY_CONNECTION_PLAYING)
               continue;
            player = connection->player;

            /* Are they ahead? */
            if (netplay->self_frame_count + 3 < netplay->read_frame_count[player])
            {
               /* Tell them to stall */
               if (connection->stall_frame + NETPLAY_MAX_REQ_STALL_FREQUENCY <
                     netplay->self_frame_count)
               {
                  connection->stall_frame = netplay->self_frame_count;
                  netplay_cmd_stall(netplay, connection,
                     netplay->read_frame_count[player] -
                     netplay->self_frame_count + 1);
               }
            }
         }
      }
      else
         netplay->catch_up_time = 0;
   }
   else
      netplay->catch_up_time =  0;
}