Commit Graph
108 Commits
Author SHA1 Message Date
spycrab 28ca6fec9a Merge pull request #7202 from Techjar/better-netplay-errors
Improve NetPlay connection error handling
2018-07-06 12:27:03 +02:00
Techjar a29cdb5713 Improve NetPlay connection error handling 2018-07-05 17:15:19 -04:00
spycrab 3ab3ba0d99 Merge pull request #7187 from Techjar/netplay-reduce-poll-rate
Add "Reduce Polling Rate" option to NetPlay
2018-07-04 20:49:29 +02:00
spycrab f7887a442f Qt/NetPlayDialog: Stop games properly 2018-07-04 16:27:16 +02:00
Techjar 5adeca4087 Add "Reduce Polling Rate" option to NetPlay
Normally, SI is polled at a rate defined by the game, and we have to send the pad state to other clients on every poll or else we'll desync. This can result in fairly high bandwidth usage, especially with multiple controllers, mostly due to UDP/IP overhead.

This change introduces an option to reduce the SI poll rate to once per frame, which may introduce up to one frame of additional latency, but will reduce bandwidth usage substantially, which is useful for users on very slow internet connections.

Polling SI less frequently than the game asked for did not seem to cause any problems in my testing, so this should be perfectly safe to do.
2018-06-30 13:13:44 -04:00
Lioncash 6f473b96d0 PowerPC: Convert CPUCore enum into an enum class
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.

Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.

As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.

A minor adjustment to TryParse() was required, as our generic function
was doing the following:

N tmp = 0;

which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:

N tmp;

which is sufficient, as the value is attempted to be initialized
immediately under that statement.
2018-06-15 10:27:59 -04:00
Lioncash ca6a2970ea TraversalClient: Make data externally read-only members private
These are only ever queried for state, not written. Therefore, prevent writing to the members
and make them private.
2018-04-16 16:46:44 -04:00
Hannes Mann 41682a07cb Add Quality of Service (QoS) support 2018-03-09 00:11:18 +01:00
Michael Maltese 379e28b58c Add GCPadStatus.isConnected boolean 2017-11-19 16:01:08 +01:00
Lioncash 696e1b40b5 Common: Move version strings to their own header
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label

This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.

This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
2017-09-09 19:28:10 -04:00
Michael M b5d070b0cf NetPlayServer: handle port forwarding in constructor 2017-08-13 18:50:52 -07:00
Michael M 4b50e77a26 NetPlayClient/Server: apply Parameter Object pattern to traversal parameters 2017-08-13 18:50:52 -07:00
Michael M 3386543a9c Common: extract UPnP namespace from NetPlayServer 2017-08-13 18:50:51 -07:00
Michael M 9e81fec816 NetPlayServer: encapsulate m_upnp_inited in initUPnP() 2017-08-07 11:35:13 -07:00
Michael M 6a8c0ca70b NetPlayServer: actually set m_upnp_inited 2017-08-07 11:35:13 -07:00
Michael M 2abf13ae36 NetPlayServer: remove goto statements 2017-08-06 23:06:38 -07:00
Lioncash dd4203bec8 Core: Remove unnecessary includes
Also moves a cpp file's related header file to the top of the inclusions if it isn't already there.
2017-06-15 18:52:22 -04:00
Shawn Hoffman e6c15e993b quiet some sign-conversion-in-parameter warnings 2017-06-07 20:09:43 -07:00
Lioncash b676edd80c Core: include what you use
Eliminates a swath of indirectly included standard headers
2017-06-07 01:20:48 -04:00
Matthew Parlane 85d74a506f Merge pull request #4951 from waddlesplash/haiku-2
Initial support for Haiku.
2017-03-28 17:19:35 +13:00
Augustin Cavalier 0831dad467 Initial support for Haiku. 2017-03-27 23:46:19 -04:00
Lioncash 35c230a418 NetPlayServer: const correctness 2017-03-19 09:36:40 -04:00
Michael Maltese 1834833edd NetPlay: use move semantics instead of unique_ptrs 2017-02-28 14:29:27 -08:00
Chris Burgener 5224771dac Copy Wii save for current game for Netplay and TAS 2017-02-05 13:17:05 -05:00
Lioncash 8078c18a80 Core: Move EXI source files to their own directory
Keeps related source files together and cleans up the root directory of HW
a little bit.
2017-01-20 16:06:35 -05:00
JosJuice 9950209bbf EXI_DeviceIPL: Unify GetGCTime epoch handling 2016-10-29 18:30:00 +02:00
Léo Lam 39fd6dcd5b Fix missing includes
Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
Pierre Bourdon d7de39ebbe Merge pull request #3588 from Aestek/feature/improve-netplay-dialog
Improve netplay UX
2016-07-26 02:12:22 +02:00
Aestek 6a0fc4c438 Improve netplay setup dialog UX
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
	* Simply log message to netplay window
	* Remove them when they are useless
* Show some netplay message in OSD
	* Chat messages
	* Pad buffer changes
	* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD

Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter

Host scenario:
* Open netplay
* Go to host tab
* Press enter
2016-07-23 20:58:51 +02:00
codl 9a01ced032 Fix bogus UPnP requests
UPNP_AddPortMapping needs our IP address, however enet_address_get_host
will return 0.0.0.0 or a host name in most cases.

This gets our IP address from the socket to the IGD.
2016-07-23 20:04:07 +02:00
Chris Burgener cac9516e39 Add Configurable RTC 2016-07-19 11:20:02 -04:00
Aestek 51c77e8eea Add md5 testing to netplay
Allows to test current game, an arbitrary game or the sdcard of all players
at once.
2016-07-16 22:48:46 +02:00
Aestek cd9a58b704 Check if all players have the game before starting netplay
https://bugs.dolphin-emu.org/issues/8885
2016-07-10 10:13:34 +02:00
JDV d6a2fcd26c Formatting and setting is now only temporarily changed (#1)
Add the cheat setting to the bootmanager config cache, and reformat
2016-07-05 02:23:19 +02:00
mathieui 8a2e7fddd1 Sync the "enable cheat" setting over netplay 2016-07-05 02:23:10 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
degasus 2030ad4577 SCM: Use std::string.
Those macros may be defined, or not. We should support both cases, so use std::string as it also defines the length of the string.
2016-05-05 00:22:49 +02:00
Lioncash 84b0a930da NetPlayServer: Get rid of some explicit deallocations 2016-03-08 19:31:36 -05:00
İsmail Dönmez 20f8b471a8 Fix build with MINIUPNPC_API_VERSION >= 16
miniupnp commit c4991916e5c12a7754e935e71a5313e75af6aeb9 introduced a
4th statusCode parameter to miniwget function. This parameter is set
to a value returned by the UPnP device. We have to check if it's set
to 200 to make sure the result is a success. Also, we now have to check
if descXML is set in the error case and free it.
2016-03-04 10:59:57 +02:00
James Cowgill db8dbae131 Fix some very minor spelling mistakes
Found by Lintian https://lintian.debian.org/
2016-02-19 01:48:10 +00:00
Aestek b92a80ba1b Fix: segfault in NetPlayServer::GetInterfaceListInternal for ifa_addr-less interfaces
`NetPlayServer::GetInterfaceListInternal` was crashing dolphin with a segfault when encountering a
network interface without `ifa_addr`.
2016-02-08 21:21:27 +01:00
mathieui 8ce9191948 NetPlayServer: Make SendAsyncToClients use an unique_ptr 2016-01-27 01:34:03 +01:00
mathieui 34ae512d91 NetPlayServer: Make pad data unpacking nicer to read 2016-01-27 01:34:03 +01:00
mathieui 1c808a2835 NetPlayServer: Possible out-of-bounds access on invalid input
if a pad or wiimote number was outside bounds (e.g. 42353543232),
it would still have been read from the array, which could lead to
inappropriate consequences, like a segfault.
2016-01-27 01:33:50 +01:00
mathieui 8e1be37feb NetPlayServer: in-class initialization 2016-01-27 01:20:44 +01:00
mathieui 40c7a2fb7d Use the current commit hash in the netplay version
So that it contains the current commit and not an arbitrary date that
may or may not be up-to-date. This will cause tears as people will not
be able to use netplay with one diverging commit that does not touch
anything related. On the other hand, users can’t be trusted.
2016-01-07 00:17:05 +01:00
Markus Wick ec6a48ff76 Merge pull request #2876 from CastellaFactory/master
[Netplay] Add "Force Netplay Listen Port" feature that was in old netplay branch
2015-12-02 14:20:47 +01:00
Tillmann Karras 4eace2b49e CMake: simplify FindMiniupnpc.cmake
miniupnpc.h provides MINIUPNPC_API_VERSION since 1.7 and we require 1.7
or later, so there is no reason to have version detection code for older
versions.
2015-10-12 02:26:35 +02:00
Scott Mansell bcee41b65d Merge pull request #3123 from lioncash/null
Core: Replace 0 literals with nullptr
2015-10-03 16:19:46 +13:00
Lioncash 0f6c4653a4 Core: Replace 0 literals with nullptr 2015-10-02 22:06:17 -04:00