// called from ---GUI--- thread bool NetPlayServer::ChangeGame(const std::string &game) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_selected_game = game; // send changed game to clients sf::Packet spac; spac << (MessageId)NP_MSG_CHANGE_GAME; spac << game; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); return true; }
void NetPlayServer::SetHostInputAuthority(const bool enable) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_host_input_authority = enable; // tell clients about the new value sf::Packet spac; spac << static_cast<MessageId>(NP_MSG_HOST_INPUT_AUTHORITY); spac << m_host_input_authority; SendAsyncToClients(std::move(spac)); // resend pad buffer to clients when disabled if (!m_host_input_authority) AdjustPadBufferSize(m_target_buffer_size); }
// called from ---GUI--- thread and ---NETPLAY--- thread (client side) bool NetPlay::StopGame() { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); if (false == m_is_running) { PanicAlertT("Game isn't running!"); return false; } m_dialog->AppendChat(" -- STOPPING GAME -- "); m_is_running = false; NetPlay_Disable(); // stop game m_dialog->StopGame(); return true; }
// called from ---NETPLAY--- thread unsigned int NetPlayServer::OnDisconnect(sf::SocketTCP& socket) { if (m_is_running) { PanicAlertT("Client disconnect while game is running!! NetPlay is disabled. You must manually stop the game."); std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_is_running = false; sf::Packet spac; spac << (MessageId)NP_MSG_DISABLE_GAME; // this thread doesn't need players lock std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); } int pid = m_players[socket].pid; sf::Packet spac; spac << (MessageId)NP_MSG_PLAYER_LEAVE; spac << pid; m_selector.Remove(socket); std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players.erase(m_players.find(socket)); // alert other players of disconnect std::lock_guard<std::recursive_mutex> lks(m_crit.send); SendToClients(spac); for (int i = 0; i < 4; i++) if (m_pad_map[i] == pid) m_pad_map[i] = -1; UpdatePadMapping(); return 0; }
// called from ---NETPLAY--- thread void NetPlayServer::ThreadFunc() { while (m_do_loop) { // update pings every so many seconds if ((m_ping_timer.GetTimeElapsed() > (10 * 1000)) || m_update_pings) { //PanicAlertT("Sending pings"); m_ping_key = Common::Timer::GetTimeMs(); sf::Packet spac; spac << (MessageId)NP_MSG_PING; spac << m_ping_key; std::lock_guard<std::recursive_mutex> lks(m_crit.send); m_ping_timer.Start(); SendToClients(spac); m_update_pings = false; } // check which sockets need attention const unsigned int num = m_selector.Wait(0.01f); for (unsigned int i=0; i<num; ++i) { sf::SocketTCP ready_socket = m_selector.GetSocketReady(i); // listening socket if (ready_socket == m_socket) { sf::SocketTCP accept_socket; m_socket.Accept(accept_socket); unsigned int error; { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); error = OnConnect(accept_socket); } if (error) { sf::Packet spac; spac << (MessageId)error; // don't need to lock, this client isn't in the client map accept_socket.Send(spac); // TODO: not sure if client gets the message if i close right away accept_socket.Close(); } } // client socket else { sf::Packet rpac; switch (ready_socket.Receive(rpac)) { case sf::Socket::Done : // if a bad packet is received, disconnect the client if (0 == OnData(rpac, ready_socket)) break; //case sf::Socket::Disconnected : default : { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); OnDisconnect(ready_socket); break; } } } } } // close listening socket and client sockets { std::map<sf::SocketTCP, Client>::reverse_iterator i = m_players.rbegin(), e = m_players.rend(); for ( ; i!=e; ++i) i->second.socket.Close(); } return; }
// called from ---NETPLAY--- thread unsigned int NetPlayClient::OnData(sf::Packet& packet) { MessageId mid; packet >> mid; switch (mid) { case NP_MSG_PLAYER_JOIN: { Player player; packet >> player.pid; packet >> player.name; packet >> player.revision; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players[player.pid] = player; } m_dialog->Update(); } break; case NP_MSG_PLAYER_LEAVE: { PlayerId pid; packet >> pid; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players.erase(m_players.find(pid)); } m_dialog->Update(); } break; case NP_MSG_CHAT_MESSAGE: { PlayerId pid; packet >> pid; std::string msg; packet >> msg; // don't need lock to read in this thread const Player& player = m_players[pid]; // add to gui std::ostringstream ss; ss << player.name << '[' << (char)(pid + '0') << "]: " << msg; m_dialog->AppendChat(ss.str()); } break; case NP_MSG_PAD_MAPPING: { for (PadMapping& mapping : m_pad_map) { packet >> mapping; } UpdateDevices(); m_dialog->Update(); } break; case NP_MSG_WIIMOTE_MAPPING: { for (PadMapping& mapping : m_wiimote_map) { packet >> mapping; } m_dialog->Update(); } break; case NP_MSG_PAD_DATA: { PadMapping map = 0; GCPadStatus pad; packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight; // Trusting server for good map value (>=0 && <4) // add to pad buffer m_pad_buffer.at(map).Push(pad); m_gc_pad_event.Set(); } break; case NP_MSG_WIIMOTE_DATA: { PadMapping map = 0; NetWiimote nw; u8 size; packet >> map >> size; nw.resize(size); for (unsigned int i = 0; i < size; ++i) packet >> nw[i]; // Trusting server for good map value (>=0 && <4) // add to Wiimote buffer m_wiimote_buffer.at(map).Push(nw); m_wii_pad_event.Set(); } break; case NP_MSG_PAD_BUFFER: { u32 size = 0; packet >> size; m_target_buffer_size = size; m_dialog->OnPadBufferChanged(size); } break; case NP_MSG_CHANGE_GAME: { { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); packet >> m_selected_game; } // update gui m_dialog->OnMsgChangeGame(m_selected_game); sf::Packet spac; spac << static_cast<MessageId>(NP_MSG_GAME_STATUS); PlayerGameStatus status = m_dialog->FindGame(m_selected_game).empty() ? PlayerGameStatus::NotFound : PlayerGameStatus::Ok; spac << static_cast<u32>(status); Send(spac); } break; case NP_MSG_GAME_STATUS: { PlayerId pid; packet >> pid; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); Player& player = m_players[pid]; u32 status; packet >> status; player.game_status = static_cast<PlayerGameStatus>(status); } m_dialog->Update(); } break; case NP_MSG_START_GAME: { { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); packet >> m_current_game; packet >> g_NetPlaySettings.m_CPUthread; packet >> g_NetPlaySettings.m_CPUcore; packet >> g_NetPlaySettings.m_EnableCheats; packet >> g_NetPlaySettings.m_SelectedLanguage; packet >> g_NetPlaySettings.m_OverrideGCLanguage; packet >> g_NetPlaySettings.m_ProgressiveScan; packet >> g_NetPlaySettings.m_PAL60; packet >> g_NetPlaySettings.m_DSPEnableJIT; packet >> g_NetPlaySettings.m_DSPHLE; packet >> g_NetPlaySettings.m_WriteToMemcard; packet >> g_NetPlaySettings.m_OCEnable; packet >> g_NetPlaySettings.m_OCFactor; int tmp; packet >> tmp; g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices)tmp; packet >> tmp; g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices)tmp; u32 time_low, time_high; packet >> time_low; packet >> time_high; g_netplay_initial_rtc = time_low | ((u64)time_high << 32); } m_dialog->OnMsgStartGame(); } break; case NP_MSG_STOP_GAME: case NP_MSG_DISABLE_GAME: { StopGame(); m_dialog->OnMsgStopGame(); } break; case NP_MSG_PING: { u32 ping_key = 0; packet >> ping_key; sf::Packet spac; spac << (MessageId)NP_MSG_PONG; spac << ping_key; Send(spac); } break; case NP_MSG_PLAYER_PING_DATA: { PlayerId pid; packet >> pid; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); Player& player = m_players[pid]; packet >> player.ping; } DisplayPlayersPing(); m_dialog->Update(); } break; case NP_MSG_DESYNC_DETECTED: { int pid_to_blame; u32 frame; packet >> pid_to_blame; packet >> frame; std::string player = "??"; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); { auto it = m_players.find(pid_to_blame); if (it != m_players.end()) player = it->second.name; } m_dialog->OnDesync(frame, player); } break; case NP_MSG_SYNC_GC_SRAM: { u8 sram[sizeof(g_SRAM.p_SRAM)]; for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i) { packet >> sram[i]; } { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM)); g_SRAM_netplay_initialized = true; } } break; case NP_MSG_COMPUTE_MD5: { std::string file_identifier; packet >> file_identifier; ComputeMD5(file_identifier); } break; case NP_MSG_MD5_PROGRESS: { PlayerId pid; int progress; packet >> pid; packet >> progress; m_dialog->SetMD5Progress(pid, progress); } break; case NP_MSG_MD5_RESULT: { PlayerId pid; std::string result; packet >> pid; packet >> result; m_dialog->SetMD5Result(pid, result); } break; case NP_MSG_MD5_ERROR: { PlayerId pid; std::string error; packet >> pid; packet >> error; m_dialog->SetMD5Result(pid, error); } break; case NP_MSG_MD5_ABORT: { m_should_compute_MD5 = false; m_dialog->AbortMD5(); } break; default: PanicAlertT("Unknown message received with id : %d", mid); break; } return 0; }
void ShaderManager::ClearSourceCodes() { std::unique_lock<std::shared_mutex> lkg(m_sourceMutex); m_codes.clear(); }
~mi_tls() { // deallocate our slot std::lock_guard<std::mutex> lkg(indexAllocatorLock); indexAllocator.Deallocate(myIndex); }
void ShaderManager::AddSourceCode(std::string name, std::string sourceCode) { std::unique_lock<std::shared_mutex> lkg(m_sourceMutex); m_codes.insert({ name, sourceCode }); }
void ShaderManager::ClearSourceDirectories() { std::unique_lock<std::shared_mutex> lkg(m_sourceMutex); m_directories.clear(); }
void ShaderManager::RemoveSourceDirectory(std::experimental::filesystem::path directory) { std::unique_lock<std::shared_mutex> lkg(m_sourceMutex); m_directories.erase(directory); }
// called from multiple threads bool NetPlayServer::StartGame() { m_timebase_by_frame.clear(); m_desync_detected = false; std::lock_guard<std::recursive_mutex> lkg(m_crit.game); m_current_game = Common::Timer::GetTimeMs(); // no change, just update with clients if (!m_host_input_authority) AdjustPadBufferSize(m_target_buffer_size); m_first_pad_status_received.fill(false); const sf::Uint64 initial_rtc = GetInitialNetPlayRTC(); const std::string region = SConfig::GetDirectoryForRegion( SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game)->GetRegion())); // tell clients to start game sf::Packet spac; spac << static_cast<MessageId>(NP_MSG_START_GAME); spac << m_current_game; spac << m_settings.m_CPUthread; spac << static_cast<std::underlying_type_t<PowerPC::CPUCore>>(m_settings.m_CPUcore); spac << m_settings.m_EnableCheats; spac << m_settings.m_SelectedLanguage; spac << m_settings.m_OverrideGCLanguage; spac << m_settings.m_ProgressiveScan; spac << m_settings.m_PAL60; spac << m_settings.m_DSPEnableJIT; spac << m_settings.m_DSPHLE; spac << m_settings.m_WriteToMemcard; spac << m_settings.m_CopyWiiSave; spac << m_settings.m_OCEnable; spac << m_settings.m_OCFactor; spac << m_settings.m_ReducePollingRate; spac << m_settings.m_EXIDevice[0]; spac << m_settings.m_EXIDevice[1]; spac << m_settings.m_EFBAccessEnable; spac << m_settings.m_BBoxEnable; spac << m_settings.m_ForceProgressive; spac << m_settings.m_EFBToTextureEnable; spac << m_settings.m_XFBToTextureEnable; spac << m_settings.m_DisableCopyToVRAM; spac << m_settings.m_ImmediateXFBEnable; spac << m_settings.m_EFBEmulateFormatChanges; spac << m_settings.m_SafeTextureCacheColorSamples; spac << m_settings.m_PerfQueriesEnable; spac << m_settings.m_FPRF; spac << m_settings.m_AccurateNaNs; spac << m_settings.m_SyncOnSkipIdle; spac << m_settings.m_SyncGPU; spac << m_settings.m_SyncGpuMaxDistance; spac << m_settings.m_SyncGpuMinDistance; spac << m_settings.m_SyncGpuOverclock; spac << m_settings.m_JITFollowBranch; spac << m_settings.m_FastDiscSpeed; spac << m_settings.m_MMU; spac << m_settings.m_Fastmem; spac << m_settings.m_SkipIPL; spac << m_settings.m_LoadIPLDump; spac << m_settings.m_VertexRounding; spac << m_settings.m_InternalResolution; spac << m_settings.m_EFBScaledCopy; spac << m_settings.m_FastDepthCalc; spac << m_settings.m_EnablePixelLighting; spac << m_settings.m_WidescreenHack; spac << m_settings.m_ForceFiltering; spac << m_settings.m_MaxAnisotropy; spac << m_settings.m_ForceTrueColor; spac << m_settings.m_DisableCopyFilter; spac << m_settings.m_DisableFog; spac << m_settings.m_ArbitraryMipmapDetection; spac << m_settings.m_ArbitraryMipmapDetectionThreshold; spac << m_settings.m_EnableGPUTextureDecoding; spac << m_settings.m_StrictSettingsSync; spac << initial_rtc; spac << m_settings.m_SyncSaveData; spac << region; SendAsyncToClients(std::move(spac)); m_start_pending = false; m_is_running = true; return true; }
// called from ---NETPLAY--- thread void NetPlayServer::ThreadFunc() { while (m_do_loop) { // update pings every so many seconds if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings) { m_ping_key = Common::Timer::GetTimeMs(); sf::Packet spac; spac << (MessageId)NP_MSG_PING; spac << m_ping_key; m_ping_timer.Start(); SendToClients(spac); m_update_pings = false; } ENetEvent netEvent; int net; if (m_traversal_client) m_traversal_client->HandleResends(); net = enet_host_service(m_server, &netEvent, 1000); while (!m_async_queue.Empty()) { { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); SendToClients(m_async_queue.Front()); } m_async_queue.Pop(); } if (net > 0) { switch (netEvent.type) { case ENET_EVENT_TYPE_CONNECT: { ENetPeer* accept_peer = netEvent.peer; unsigned int error; { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); error = OnConnect(accept_peer); } if (error) { sf::Packet spac; spac << (MessageId)error; // don't need to lock, this client isn't in the client map Send(accept_peer, spac); if (netEvent.peer->data) { delete (PlayerId*)netEvent.peer->data; netEvent.peer->data = nullptr; } enet_peer_disconnect_later(accept_peer, 0); } } break; case ENET_EVENT_TYPE_RECEIVE: { sf::Packet rpac; rpac.append(netEvent.packet->data, netEvent.packet->dataLength); auto it = m_players.find(*(PlayerId*)netEvent.peer->data); Client& client = it->second; if (OnData(rpac, client) != 0) { // if a bad packet is received, disconnect the client std::lock_guard<std::recursive_mutex> lkg(m_crit.game); OnDisconnect(client); if (netEvent.peer->data) { delete (PlayerId*)netEvent.peer->data; netEvent.peer->data = nullptr; } } enet_packet_destroy(netEvent.packet); } break; case ENET_EVENT_TYPE_DISCONNECT: { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); if (!netEvent.peer->data) break; auto it = m_players.find(*(PlayerId*)netEvent.peer->data); if (it != m_players.end()) { Client& client = it->second; OnDisconnect(client); if (netEvent.peer->data) { delete (PlayerId*)netEvent.peer->data; netEvent.peer->data = nullptr; } } } break; default: break; } } } // close listening socket and client sockets for (auto& player_entry : m_players) { delete (PlayerId*)player_entry.second.socket->data; player_entry.second.socket->data = nullptr; enet_peer_disconnect(player_entry.second.socket, 0); } }
void NetPlay::SetMemcardWriteEnabled(bool enabled) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); g_NetPlaySettings.m_WriteToMemcard = enabled; }
// called from ---NETPLAY--- thread unsigned int NetPlayClient::OnData(sf::Packet& packet) { MessageId mid; packet >> mid; switch (mid) { case NP_MSG_PLAYER_JOIN: { Player player; packet >> player.pid; packet >> player.name; packet >> player.revision; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players[player.pid] = player; } m_dialog->Update(); } break; case NP_MSG_PLAYER_LEAVE: { PlayerId pid; packet >> pid; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); m_players.erase(m_players.find(pid)); } m_dialog->Update(); } break; case NP_MSG_CHAT_MESSAGE: { PlayerId pid; packet >> pid; std::string msg; packet >> msg; // don't need lock to read in this thread const Player& player = m_players[pid]; // add to gui std::ostringstream ss; ss << player.name << '[' << (char)(pid + '0') << "]: " << msg; m_dialog->AppendChat(ss.str()); } break; case NP_MSG_PAD_MAPPING: { for (PadMapping& mapping : m_pad_map) { packet >> mapping; } UpdateDevices(); m_dialog->Update(); } break; case NP_MSG_WIIMOTE_MAPPING: { for (PadMapping& mapping : m_wiimote_map) { packet >> mapping; } m_dialog->Update(); } break; case NP_MSG_PAD_DATA: { PadMapping map = 0; GCPadStatus pad; packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight; // trusting server for good map value (>=0 && <4) // add to pad buffer m_pad_buffer[map].Push(pad); } break; case NP_MSG_WIIMOTE_DATA: { PadMapping map = 0; NetWiimote nw; u8 size; packet >> map >> size; nw.resize(size); for (unsigned int i = 0; i < size; ++i) packet >> nw[i]; // trusting server for good map value (>=0 && <4) // add to Wiimote buffer m_wiimote_buffer[(unsigned)map].Push(nw); } break; case NP_MSG_PAD_BUFFER: { u32 size = 0; packet >> size; m_target_buffer_size = size; } break; case NP_MSG_CHANGE_GAME: { { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); packet >> m_selected_game; } // update gui m_dialog->OnMsgChangeGame(m_selected_game); } break; case NP_MSG_START_GAME: { { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); packet >> m_current_game; packet >> g_NetPlaySettings.m_CPUthread; packet >> g_NetPlaySettings.m_CPUcore; packet >> g_NetPlaySettings.m_SelectedLanguage; packet >> g_NetPlaySettings.m_OverrideGCLanguage; packet >> g_NetPlaySettings.m_ProgressiveScan; packet >> g_NetPlaySettings.m_PAL60; packet >> g_NetPlaySettings.m_DSPEnableJIT; packet >> g_NetPlaySettings.m_DSPHLE; packet >> g_NetPlaySettings.m_WriteToMemcard; packet >> g_NetPlaySettings.m_OCEnable; packet >> g_NetPlaySettings.m_OCFactor; int tmp; packet >> tmp; g_NetPlaySettings.m_EXIDevice[0] = (TEXIDevices)tmp; packet >> tmp; g_NetPlaySettings.m_EXIDevice[1] = (TEXIDevices)tmp; u32 time_low, time_high; packet >> time_low; packet >> time_high; g_netplay_initial_gctime = time_low | ((u64)time_high << 32); } m_dialog->OnMsgStartGame(); } break; case NP_MSG_STOP_GAME: { m_dialog->OnMsgStopGame(); } break; case NP_MSG_DISABLE_GAME: { PanicAlertT("Other client disconnected while game is running!! NetPlay is disabled. You must manually stop the game."); m_is_running.store(false); NetPlay_Disable(); } break; case NP_MSG_PING: { u32 ping_key = 0; packet >> ping_key; sf::Packet spac; spac << (MessageId)NP_MSG_PONG; spac << ping_key; Send(spac); } break; case NP_MSG_PLAYER_PING_DATA: { PlayerId pid; packet >> pid; { std::lock_guard<std::recursive_mutex> lkp(m_crit.players); Player& player = m_players[pid]; packet >> player.ping; } m_dialog->Update(); } break; case NP_MSG_DESYNC_DETECTED: { int pid_to_blame; u32 frame; packet >> pid_to_blame; packet >> frame; const char* blame_str = ""; const char* blame_name = ""; std::lock_guard<std::recursive_mutex> lkp(m_crit.players); if (pid_to_blame != -1) { auto it = m_players.find(pid_to_blame); blame_str = " from player "; blame_name = it != m_players.end() ? it->second.name.c_str() : "??"; } m_dialog->AppendChat(StringFromFormat("/!\\ Possible desync detected%s%s on frame %u", blame_str, blame_name, frame)); } break; case NP_MSG_SYNC_GC_SRAM: { u8 sram[sizeof(g_SRAM.p_SRAM)]; for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i) { packet >> sram[i]; } { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); memcpy(g_SRAM.p_SRAM, sram, sizeof(g_SRAM.p_SRAM)); g_SRAM_netplay_initialized = true; } } break; default: PanicAlertT("Unknown message received with id : %d", mid); break; } return 0; }
void ShaderManager::RemoveSourceCode(const std::string& name) { std::unique_lock<std::shared_mutex> lkg(m_sourceMutex); m_codes.erase(name); }
// called from ---GUI--- thread bool NetPlayClient::StartGame(const std::string &path) { std::lock_guard<std::recursive_mutex> lkg(m_crit.game); // tell server i started the game sf::Packet* spac = new sf::Packet; *spac << (MessageId)NP_MSG_START_GAME; *spac << m_current_game; *spac << (char *)&g_NetPlaySettings; SendAsync(spac); if (m_is_running.load()) { PanicAlertT("Game is already running!"); return false; } m_dialog->AppendChat(" -- STARTING GAME -- "); m_timebase_frame = 0; m_is_running.store(true); NetPlay_Enable(this); ClearBuffers(); if (m_dialog->IsRecording()) { if (Movie::IsReadOnly()) Movie::SetReadOnly(false); u8 controllers_mask = 0; for (unsigned int i = 0; i < 4; ++i) { if (m_pad_map[i] > 0) controllers_mask |= (1 << i); if (m_wiimote_map[i] > 0) controllers_mask |= (1 << (i + 4)); } Movie::BeginRecordingInput(controllers_mask); } // boot game m_dialog->BootGame(path); UpdateDevices(); if (SConfig::GetInstance().bWii) { for (unsigned int i = 0; i < 4; ++i) WiimoteReal::ChangeWiimoteSource(i, m_wiimote_map[i] > 0 ? WIIMOTE_SRC_EMU : WIIMOTE_SRC_NONE); // Needed to prevent locking up at boot if (when) the wiimotes connect out of order. NetWiimote nw; nw.resize(4, 0); for (unsigned int w = 0; w < 4; ++w) { if (m_wiimote_map[w] != -1) // probably overkill, but whatever for (unsigned int i = 0; i < 7; ++i) m_wiimote_buffer[w].Push(nw); } } return true; }
void Register() { std::lock_guard<std::mutex> lkg(registryLock); myThreadObjects.insert(&threadObjects); myThreadInstances.insert(&threadInstances); threadInstances.insert(this); }