Exemple #1
0
bool netplay_cmd_request_savestate(netplay_t *netplay)
{
   if (netplay->savestate_request_outstanding)
      return true;
   netplay->savestate_request_outstanding = true;
   return netplay_send_raw_cmd(netplay, NETPLAY_CMD_REQUEST_SAVESTATE, NULL, 0);
}
Exemple #2
0
bool netplay_cmd_crc(netplay_t *netplay, struct delta_frame *delta)
{
   uint32_t payload[2];
   payload[0] = htonl(delta->frame);
   payload[1] = htonl(delta->crc);
   return netplay_send_raw_cmd(netplay, NETPLAY_CMD_CRC, payload, sizeof(payload));
}
/**
* netplay_frontend_paused
 * @netplay              : pointer to netplay object
 * @paused               : true if frontend is paused
 *
 * Inform Netplay of the frontend's pause state (paused or otherwise)
 */
static void netplay_frontend_paused(netplay_t *netplay, bool paused)
{
   size_t i;
   uint32_t paused_ct;

   /* Nothing to do if we already knew this */
   if (netplay->local_paused == paused)
      return;

   netplay->local_paused = paused;

   /* Communicating this is a bit odd: If exactly one other connection is
    * paused, then we must tell them that we're unpaused, as from their
    * perspective we are. If more than one other connection is paused, then our
    * status as proxy means we are NOT unpaused to either of them. */
   paused_ct = 0;
   for (i = 0; i < netplay->connections_size; i++)
   {
      struct netplay_connection *connection = &netplay->connections[i];
      if (connection->active && connection->paused)
         paused_ct++;
   }
   if (paused_ct > 1)
      return;

   /* Send our unpaused status. Must send manually because we must immediately
    * flush the buffer: If we're paused, we won't be polled. */
   for (i = 0; i < netplay->connections_size; i++)
   {
      struct netplay_connection *connection = &netplay->connections[i];
      if (connection->active && connection->mode >= NETPLAY_CONNECTION_CONNECTED)
      {
         if (paused)
            netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_PAUSE,
               netplay->nick, NETPLAY_NICK_LEN);
         else
            netplay_send_raw_cmd(netplay, connection, NETPLAY_CMD_RESUME,
               NULL, 0);

         /* We're not going to be polled, so we need to flush this command now */
         netplay_send_flush(&connection->send_packet_buffer, connection->fd, true);
      }
   }
}
Exemple #4
0
/**
 * netplay_frontend_paused
 * @netplay              : pointer to netplay object
 * @paused               : true if frontend is paused
 *
 * Inform Netplay of the frontend's pause state (paused or otherwise)
 **/
void netplay_frontend_paused(netplay_t *netplay, bool paused)
{
   /* Nothing to do if we already knew this */
   if (netplay->local_paused == paused)
      return;

   netplay->local_paused = paused;
   if (netplay->has_connection && !netplay->spectate.enabled)
      netplay_send_raw_cmd(netplay, paused 
            ? NETPLAY_CMD_PAUSE : NETPLAY_CMD_RESUME, NULL, 0);
}
/**
 * netplay_command:
 * @netplay                : pointer to netplay object
 * @cmd                    : command to send
 * @data                   : data to send as argument
 * @sz                     : size of data
 * @command_str            : name of action
 * @success_msg            : message to display upon success
 *
 * Sends a single netplay command and waits for response. Only actually used
 * for player flipping. FIXME: Should probably just be removed.
 */
bool netplay_command(netplay_t* netplay, struct netplay_connection *connection,
   enum netplay_cmd cmd, void* data, size_t sz, const char* command_str,
   const char* success_msg)
{
   retro_assert(netplay);

   if (!netplay_send_raw_cmd(netplay, connection, cmd, data, sz))
      return false;

   runloop_msg_queue_push(success_msg, 1, 180, false);

   return true;
}
Exemple #6
0
/**
 * netplay_command:
 * @netplay                : pointer to netplay object
 * @cmd                    : command to send
 * @data                   : data to send as argument
 * @sz                     : size of data
 * @flags                  : flags of CMD_OPT_*
 * @command_str            : name of action
 * @success_msg            : message to display upon success
 *
 * Sends a single netplay command and waits for response.
 */
bool netplay_command(netplay_t* netplay, enum netplay_cmd cmd,
                     void* data, size_t sz,
                     uint32_t flags,
                     const char* command_str,
                     const char* success_msg)
{
    char m[256];
    const char* msg         = NULL;
    bool allowed_spectate   = !!(flags & CMD_OPT_ALLOWED_IN_SPECTATE_MODE);
    bool host_only          = !!(flags & CMD_OPT_HOST_ONLY);
    bool require_sync       = !!(flags & CMD_OPT_REQUIRE_SYNC);

    assert(netplay);

    if (netplay->spectate.enabled && !allowed_spectate)
    {
        msg = "Cannot %s in spectate mode.";
        goto error;
    }

    if (host_only && netplay->port == 0)
    {
        msg = "Cannot %s as a client.";
        goto error;
    }

    if(require_sync && check_netplay_synched(netplay))
    {
        msg = "Cannot %s while host and client are not in sync.";
        goto error;
    }

    if(netplay_send_raw_cmd(netplay, cmd, data, sz)) {
        if(netplay_get_response(netplay))
            runloop_msg_queue_push(success_msg, 1, 180, false);
        else
        {
            msg = "Failed to send command \"%s\"";
            goto error;
        }
    }
    return true;

error:
    snprintf(m, sizeof(m), msg, command_str);
    RARCH_WARN("%s\n", m);
    runloop_msg_queue_push(m, 1, 180, false);
    return false;
}
Exemple #7
0
/**
 * netplay_command:
 * @netplay                : pointer to netplay object
 * @cmd                    : command to send
 * @data                   : data to send as argument
 * @sz                     : size of data
 * @flags                  : flags of CMD_OPT_*
 * @command_str            : name of action
 * @success_msg            : message to display upon success
 * 
 * Sends a single netplay command and waits for response.
 */
bool netplay_command(netplay_t* netplay, enum netplay_cmd cmd,
                     void* data, size_t sz,
                     uint32_t flags,
                     const char* command_str,
                     const char* success_msg)
{
   char m[256];
   const char* msg         = NULL;
   bool allowed_spectate   = !!(flags & CMD_OPT_ALLOWED_IN_SPECTATE_MODE);
   bool host_only          = !!(flags & CMD_OPT_HOST_ONLY);

   retro_assert(netplay);

   if (netplay->spectate.enabled && !allowed_spectate)
   {
      msg = "Cannot %s in spectate mode.";
      goto error; 
   }

   if (host_only && netplay->port == 0)
   {
      msg = "Cannot %s as a client.";
      goto error;
   }

   if (!netplay_send_raw_cmd(netplay, cmd, data, sz))
      goto error;

   runloop_msg_queue_push(success_msg, 1, 180, false);

   return true;

error:
   if (msg)
      snprintf(m, sizeof(m), msg, command_str);
   RARCH_WARN("%s\n", m);
   runloop_msg_queue_push(m, 1, 180, false);
   return false;
}
Exemple #8
0
static bool netplay_cmd_nak(netplay_t *netplay)
{
   return netplay_send_raw_cmd(netplay, NETPLAY_CMD_NAK, NULL, 0);
}