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server.cpp
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server.cpp
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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2010 BearOso,
OV2
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2010 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2010 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2010 zones
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#ifdef NETPLAY_SUPPORT
#ifdef _DEBUG
#define NP_DEBUG 1
#endif
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <memory.h>
#include <sys/types.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
#ifdef __WIN32__
#include <winsock.h>
#include <process.h>
#include "win32/wsnes9x.h"
#define ioctl ioctlsocket
#define close closesocket
#define read(a,b,c) recv(a, b, c, 0)
#define write(a,b,c) send(a, b, c, 0)
#define gettimeofday(a,b) S9xGetTimeOfDay (a)
#define exit(a) _endthread()
void S9xGetTimeOfDay (struct timeval *n);
#else
#include <unistd.h>
#include <sys/time.h>
#include <netdb.h>
#include <sys/socket.h>
#include <sys/param.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <signal.h>
#ifdef __SVR4
#include <sys/stropts.h>
#endif
#endif // !__WIN32__
#include "snes9x.h"
#include "memmap.h"
#include "snapshot.h"
#include "netplay.h"
#ifdef __WIN32__
#define NP_ONE_CLIENT 1
#else
#define NP_ONE_CLIENT 0
#endif
struct SNPServer NPServer;
extern unsigned long START;
void S9xNPSendToAllClients (uint8 *data, int len);
bool8 S9xNPLoadFreezeFile (const char *fname, uint8 *&data, uint32 &len);
void S9xNPSendFreezeFile (int c, uint8 *data, uint32 len);
void S9xNPNoClientReady (int start_index = NP_ONE_CLIENT);
void S9xNPRecomputePause ();
void S9xNPWaitForEmulationToComplete ();
void S9xNPSendROMImageToAllClients ();
bool8 S9xNPSendROMImageToClient (int client);
void S9xNPSendSRAMToClient (int c);
void S9xNPSendSRAMToAllClients ();
void S9xNPSyncClient (int);
void S9xNPSendROMLoadRequest (const char *filename);
void S9xNPSendFreezeFileToAllClients (const char *filename);
void S9xNPStopServer ();
void S9xNPShutdownClient (int c, bool8 report_error = FALSE)
{
if (NPServer.Clients [c].Connected)
{
NPServer.Clients [c].Connected = FALSE;
NPServer.Clients [c].SaidHello = FALSE;
close (NPServer.Clients [c].Socket);
#ifdef NP_DEBUG
printf ("SERVER: Player %d disconnecting @%ld\n", c + 1, S9xGetMilliTime () - START);
#endif
if (report_error)
{
sprintf (NetPlay.ErrorMsg,
"Player %d on '%s' has disconnected.", c + 1,
NPServer.Clients [c].HostName);
S9xNPSetWarning (NetPlay.ErrorMsg);
}
if (NPServer.Clients [c].HostName)
{
free ((char *) NPServer.Clients [c].HostName);
NPServer.Clients [c].HostName = NULL;
}
if (NPServer.Clients [c].ROMName)
{
free ((char *) NPServer.Clients [c].ROMName);
NPServer.Clients [c].ROMName = NULL;
}
if (NPServer.Clients [c].Who)
{
free ((char *) NPServer.Clients [c].Who);
NPServer.Clients [c].Who = NULL;
}
NPServer.Joypads [c] = 0;
NPServer.NumClients--;
S9xNPRecomputePause ();
}
}
static bool8 S9xNPSGetData (int socket, uint8 *data, int length)
{
int len = length;
uint8 *ptr = data;
do
{
int num_bytes = len;
// Read the data in small chunks, allowing this thread to spot an
// abort request from another thread.
if (num_bytes > 512)
num_bytes = 512;
int got = read (socket, (char *) ptr, num_bytes);
if (got < 0)
{
if (errno == EINTR
#ifdef EAGAIN
|| errno == EAGAIN
#endif
#ifdef EWOULDBLOCK
|| errno == EWOULDBLOCK
#endif
#ifdef WSAEWOULDBLOCK
|| errno == WSAEWOULDBLOCK
#endif
)
continue;
#ifdef WSAEMSGSIZE
if (errno != WSAEMSGSIZE)
return (FALSE);
else
{
got = num_bytes;
#ifdef NP_DEBUG
printf ("SERVER: WSAEMSGSIZE, actual bytes %d while receiving data @%d\n", got, S9xGetMilliTime () - START);
#endif
}
#else
return (FALSE);
#endif
}
else
if (got == 0)
return (FALSE);
len -= got;
ptr += got;
} while (len > 0);
return (TRUE);
}
static bool8 S9xNPSSendData (int fd, const uint8 *data, int length)
{
int Percent = 0;
int len = length;
int chunk = length / 50;
if (chunk < 1024)
chunk = 1024;
do
{
int num_bytes = len;
// Write the data in small chunks, allowing this thread to spot an
// abort request from another thread.
if (num_bytes > chunk)
num_bytes = chunk;
int sent;
sent = write (fd, (char *) data, len);
if (sent < 0)
{
if (errno == EINTR
#ifdef EAGAIN
|| errno == EAGAIN
#endif
#ifdef EWOULDBLOCK
|| errno == EWOULDBLOCK
#endif
)
{
#ifdef NP_DEBUG
printf ("SERVER: EINTR, EAGAIN or EWOULDBLOCK while sending data @%ld\n", S9xGetMilliTime () - START);
#endif
continue;
}
return (FALSE);
}
else
if (sent == 0)
return (FALSE);
len -= sent;
data += sent;
if (length > 1024)
{
Percent = (uint8) (((length - len) * 100) / length);
#ifdef __WIN32__
PostMessage (GUI.hWnd, WM_USER, Percent, Percent);
Sleep (0);
#endif
}
} while (len > 0);
return (TRUE);
}
void S9xNPSendHeartBeat ()
{
int len = 3;
uint8 data [3 + 4 * 5];
uint8 *ptr = data;
int n;
for (n = NP_MAX_CLIENTS - 1; n >= 0; n--)
{
if (NPServer.Clients [n].SaidHello)
break;
}
if (n >= 0)
{
bool8 Paused = NPServer.Paused != 0;
NPServer.FrameCount++;
*ptr++ = NP_SERV_MAGIC;
*ptr++ = 0; // Individual client sequence number will get placed here
*ptr++ = NP_SERV_JOYPAD | (n << 6) | ((Paused != 0) << 5);
WRITE_LONG (ptr, NPServer.FrameCount);
len += 4;
ptr += 4;
int i;
for (i = 0; i <= n; i++)
{
WRITE_LONG (ptr, NPServer.Joypads [i]);
len += 4;
ptr += 4;
}
S9xNPSendToAllClients (data, len);
}
}
void S9xNPSendToAllClients (uint8 *data, int len)
{
int i;
for (i = 0; i < NP_MAX_CLIENTS; i++)
{
if (NPServer.Clients [i].SaidHello)
{
data [1] = NPServer.Clients [i].SendSequenceNum++;
if (!S9xNPSSendData (NPServer.Clients [i].Socket, data, len))
S9xNPShutdownClient (i, TRUE);
}
}
}
void S9xNPProcessClient (int c)
{
uint8 header [7];
uint8 *data;
uint32 len;
uint8 *ptr;
if (!S9xNPSGetData (NPServer.Clients [c].Socket, header, 7))
{
S9xNPSetWarning ("SERVER: Failed to get message header from client.\n");
S9xNPShutdownClient (c, TRUE);
return;
}
if (header [0] != NP_CLNT_MAGIC)
{
S9xNPSetWarning ("SERVER: Bad header magic value received from client.\n");
S9xNPShutdownClient (c, TRUE);
return;
}
if (header [1] != NPServer.Clients [c].ReceiveSequenceNum)
{
#ifdef NP_DEBUG
printf ("SERVER: Messages lost from '%s', expected %d, got %d\n",
NPServer.Clients [c].HostName ?
NPServer.Clients [c].HostName : "Unknown",
NPServer.Clients [c].ReceiveSequenceNum,
header [1]);
#endif
sprintf (NetPlay.WarningMsg,
"SERVER: Messages lost from '%s', expected %d, got %d\n",
NPServer.Clients [c].HostName ?
NPServer.Clients [c].HostName : "Unknown",
NPServer.Clients [c].ReceiveSequenceNum,
header [1]);
NPServer.Clients [c].ReceiveSequenceNum = header [1] + 1;
S9xNPSetWarning (NetPlay.WarningMsg);
}
else
NPServer.Clients [c].ReceiveSequenceNum++;
len = READ_LONG (&header [3]);
switch (header [2] & 0x3f)
{
case NP_CLNT_HELLO:
#ifdef NP_DEBUG
printf ("SERVER: Got HELLO from client @%ld\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("Got HELLO from client...", TRUE);
if (len > 0x10000)
{
S9xNPSetWarning ("SERVER: Client HELLO message length error.");
S9xNPShutdownClient (c, TRUE);
return;
}
data = new uint8 [len - 7];
if (!S9xNPSGetData (NPServer.Clients [c].Socket, data, len - 7))
{
S9xNPSetWarning ("SERVER: Failed to get HELLO message content from client.");
S9xNPShutdownClient (c, TRUE);
return;
}
if (NPServer.NumClients <= NP_ONE_CLIENT)
{
NPServer.FrameTime = READ_LONG (data);
strncpy (NPServer.ROMName, (char *) &data [4], 29);
NPServer.ROMName [29] = 0;
}
NPServer.Clients [c].ROMName = strdup ((char *) &data [4]);
#ifdef NP_DEBUG
printf ("SERVER: Client is playing: %s, Frame Time: %d @%ld\n", data + 4, READ_LONG (data), S9xGetMilliTime () - START);
#endif
NPServer.Clients [c].SendSequenceNum = 0;
len = 7 + 1 + 1 + 4 + strlen (NPServer.ROMName) + 1;
delete data;
ptr = data = new uint8 [len];
*ptr++ = NP_SERV_MAGIC;
*ptr++ = NPServer.Clients [c].SendSequenceNum++;
if (NPServer.SendROMImageOnConnect &&
NPServer.NumClients > NP_ONE_CLIENT)
*ptr++ = NP_SERV_HELLO | 0x80;
else
*ptr++ = NP_SERV_HELLO;
WRITE_LONG (ptr, len);
ptr += 4;
*ptr++ = NP_VERSION;
*ptr++ = c + 1;
WRITE_LONG (ptr, NPServer.FrameCount);
ptr += 4;
strcpy ((char *) ptr, NPServer.ROMName);
#ifdef NP_DEBUG
printf ("SERVER: Sending welcome information to client @%ld...\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("SERVER: Sending welcome information to new client...", TRUE);
if (!S9xNPSSendData (NPServer.Clients [c].Socket, data, len))
{
S9xNPSetWarning ("SERVER: Failed to send welcome message to client.");
S9xNPShutdownClient (c, TRUE);
return;
}
delete data;
#ifdef NP_DEBUG
printf ("SERVER: Waiting for a response from the client @%ld...\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("SERVER: Waiting for a response from the client...", TRUE);
break;
case NP_CLNT_LOADED_ROM:
#ifdef NP_DEBUG
printf ("SERVER: Client %d loaded requested ROM @%ld...\n", c, S9xGetMilliTime () - START);
#endif
NPServer.Clients [c].SaidHello = TRUE;
NPServer.Clients [c].Ready = FALSE;
NPServer.Clients [c].Paused = FALSE;
S9xNPRecomputePause ();
S9xNPWaitForEmulationToComplete ();
if (NPServer.SyncByReset)
{
S9xNPServerAddTask (NP_SERVER_SEND_SRAM, (void *) c);
S9xNPServerAddTask (NP_SERVER_RESET_ALL, 0);
}
else
S9xNPServerAddTask (NP_SERVER_SYNC_CLIENT, (void *) c);
break;
case NP_CLNT_RECEIVED_ROM_IMAGE:
#ifdef NP_DEBUG
printf ("SERVER: Client %d received ROM image @%ld...\n", c, S9xGetMilliTime () - START);
#endif
NPServer.Clients [c].SaidHello = TRUE;
NPServer.Clients [c].Ready = FALSE;
NPServer.Clients [c].Paused = FALSE;
S9xNPRecomputePause ();
S9xNPWaitForEmulationToComplete ();
if (NPServer.SyncByReset)
{
S9xNPServerAddTask (NP_SERVER_SEND_SRAM, (void *) c);
S9xNPServerAddTask (NP_SERVER_RESET_ALL, 0);
}
else
S9xNPServerAddTask (NP_SERVER_SYNC_CLIENT, (void *) c);
break;
case NP_CLNT_WAITING_FOR_ROM_IMAGE:
#ifdef NP_DEBUG
printf ("SERVER: Client %d waiting for ROM image @%ld...\n", c, S9xGetMilliTime () - START);
#endif
NPServer.Clients [c].SaidHello = TRUE;
NPServer.Clients [c].Ready = FALSE;
NPServer.Clients [c].Paused = FALSE;
S9xNPRecomputePause ();
S9xNPSendROMImageToClient (c);
break;
case NP_CLNT_READY:
#ifdef NP_DEBUG
printf ("SERVER: Client %d ready @%ld...\n", c, S9xGetMilliTime () - START);
#endif
if (NPServer.Clients [c].SaidHello)
{
NPServer.Clients [c].Paused = FALSE;
NPServer.Clients [c].Ready = TRUE;
S9xNPRecomputePause ();
break;
}
NPServer.Clients [c].SaidHello = TRUE;
NPServer.Clients [c].Ready = TRUE;
NPServer.Clients [c].Paused = FALSE;
S9xNPRecomputePause ();
//printf ("SERVER: SaidHello = TRUE, SeqNum = %d @%d\n", NPServer.Clients [c].SendSequenceNum, S9xGetMilliTime () - START);
if (NPServer.NumClients > NP_ONE_CLIENT)
{
if (!NPServer.SendROMImageOnConnect)
{
S9xNPWaitForEmulationToComplete ();
if (NPServer.SyncByReset)
{
S9xNPServerAddTask (NP_SERVER_SEND_SRAM, (void *) c);
S9xNPServerAddTask (NP_SERVER_RESET_ALL, 0);
}
else
#ifdef __WIN32__
S9xNPServerAddTask (NP_SERVER_SYNC_CLIENT, (void *) c);
#else
/* We need to resync all clients on new player connect as we don't have a 'reference game' */
S9xNPServerAddTask (NP_SERVER_SYNC_ALL, (void *) c);
#endif
}
}
else
{
NPServer.Clients [c].Ready = TRUE;
S9xNPRecomputePause ();
}
break;
case NP_CLNT_JOYPAD:
NPServer.Joypads [c] = len;
break;
case NP_CLNT_PAUSE:
#ifdef NP_DEBUG
printf ("SERVER: Client %d Paused: %s @%ld\n", c, (header [2] & 0x80) ? "YES" : "NO", S9xGetMilliTime () - START);
#endif
NPServer.Clients [c].Paused = (header [2] & 0x80) != 0;
if (NPServer.Clients [c].Paused)
sprintf (NetPlay.WarningMsg, "SERVER: Client %d has paused.", c + 1);
else
sprintf (NetPlay.WarningMsg, "SERVER: Client %d has resumed.", c + 1);
S9xNPSetWarning (NetPlay.WarningMsg);
S9xNPRecomputePause ();
break;
}
}
void S9xNPAcceptClient (int Listen, bool8 block)
{
struct sockaddr_in remote_address;
struct linger val2;
struct hostent *host;
int new_fd;
int i;
#ifdef NP_DEBUG
printf ("SERVER: attempting to accept new client connection @%ld\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("SERVER: Attempting to accept client connection...", TRUE);
memset (&remote_address, 0, sizeof (remote_address));
socklen_t len = sizeof (remote_address);
new_fd = accept (Listen, (struct sockaddr *)&remote_address, &len);
S9xNPSetAction ("Setting socket options...", TRUE);
val2.l_onoff = 1;
val2.l_linger = 0;
if (setsockopt (new_fd, SOL_SOCKET, SO_LINGER,
(char *) &val2, sizeof (val2)) < 0)
{
S9xNPSetError ("Setting socket options failed.");
close (new_fd);
return;
}
for (i = 0; i < NP_MAX_CLIENTS; i++)
{
if (!NPServer.Clients [i].Connected)
{
NPServer.NumClients++;
NPServer.Clients [i].Socket = new_fd;
NPServer.Clients [i].SendSequenceNum = 0;
NPServer.Clients [i].ReceiveSequenceNum = 0;
NPServer.Clients [i].Connected = TRUE;
NPServer.Clients [i].SaidHello = FALSE;
NPServer.Clients [i].Paused = FALSE;
NPServer.Clients [i].Ready = FALSE;
NPServer.Clients [i].ROMName = NULL;
NPServer.Clients [i].HostName = NULL;
NPServer.Clients [i].Who = NULL;
break;
}
}
if (i >= NP_MAX_CLIENTS)
{
S9xNPSetError ("SERVER: Maximum number of NetPlay Clients have already connected.");
close (new_fd);
return;
}
if (remote_address.sin_family == AF_INET)
{
#ifdef NP_DEBUG
printf ("SERVER: Looking up new client's hostname @%ld\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("SERVER: Looking up new client's hostname...", TRUE);
host = gethostbyaddr ((char *) &remote_address.sin_addr,
sizeof (remote_address.sin_addr), AF_INET);
if (host)
{
#ifdef NP_DEBUG
printf ("SERVER: resolved new client's hostname (%s) @%ld\n", host->h_name, S9xGetMilliTime () - START);
#endif
sprintf (NetPlay.WarningMsg, "SERVER: Player %d on %s has connected.", i + 1, host->h_name);
NPServer.Clients [i].HostName = strdup (host->h_name);
}
else
{
char *ip = inet_ntoa (remote_address.sin_addr);
if (ip)
NPServer.Clients [i].HostName = strdup (ip);
#ifdef NP_DEBUG
printf ("SERVER: couldn't resolve new client's hostname (%s) @%ld\n", ip ? ip : "Unknown", S9xGetMilliTime () - START);
#endif
sprintf (NetPlay.WarningMsg, "SERVER: Player %d on %s has connected.", i + 1, ip ? ip : "Unknown");
}
S9xNPSetWarning (NetPlay.WarningMsg);
}
#ifdef NP_DEBUG
printf ("SERVER: waiting for HELLO message from new client @%ld\n", S9xGetMilliTime () - START);
#endif
S9xNPSetAction ("SERVER: Waiting for HELLO message from new client...");
}
static bool8 server_continue = TRUE;
static bool8 S9xNPServerInit (int port)
{
struct sockaddr_in address;
int i;
int val;
if (!S9xNPInitialise ())
return (FALSE);
for (i = 0; i < NP_MAX_CLIENTS; i++)
{
NPServer.Clients [i].SendSequenceNum = 0;
NPServer.Clients [i].ReceiveSequenceNum = 0;
NPServer.Clients [i].Connected = FALSE;
NPServer.Clients [i].SaidHello = FALSE;
NPServer.Clients [i].Paused = FALSE;
NPServer.Clients [i].Ready = FALSE;
NPServer.Clients [i].Socket = 0;
NPServer.Clients [i].ROMName = NULL;
NPServer.Clients [i].HostName = NULL;
NPServer.Clients [i].Who = NULL;
NPServer.Joypads [i] = 0;
}
NPServer.NumClients = 0;
NPServer.FrameCount = 0;
#ifdef NP_DEBUG
printf ("SERVER: Creating socket @%ld\n", S9xGetMilliTime () - START);
#endif
if ((NPServer.Socket = socket (AF_INET, SOCK_STREAM, 0)) < 0)
{
S9xNPSetError ("NetPlay Server: Can't create listening socket.");
return (FALSE);
}
val = 1;
setsockopt (NPServer.Socket, SOL_SOCKET, SO_REUSEADDR,
(char *)&val, sizeof (val));
memset (&address, 0, sizeof (address));
address.sin_family = AF_INET;
address.sin_addr.s_addr = htonl (INADDR_ANY);
address.sin_port = htons (port);
#ifdef NP_DEBUG
printf ("SERVER: Binding socket to address and port @%ld\n", S9xGetMilliTime () - START);
#endif
if (bind (NPServer.Socket, (struct sockaddr *) &address, sizeof (address)) < 0)
{
S9xNPSetError ("NetPlay Server: Can't bind socket to port number.\nPort already in use?");
return (FALSE);
}
#ifdef NP_DEBUG
printf ("SERVER: Getting socket to listen @%ld\n", S9xGetMilliTime () - START);
#endif
if (listen (NPServer.Socket, NP_MAX_CLIENTS) < 0)
{
S9xNPSetError ("NetPlay Server: Can't get new socket to listen.");
return (FALSE);
}
#ifdef NP_DEBUG
printf ("SERVER: Init complete @%ld\n", S9xGetMilliTime () - START);
#endif
return (TRUE);
}
void S9xNPSendServerPause (bool8 paused)
{
#ifdef NP_DEBUG
printf ("SERVER: Pause - %s @%ld\n", paused ? "YES" : "NO", S9xGetMilliTime () - START);
#endif
uint8 pause [7];
uint8 *ptr = pause;
*ptr++ = NP_SERV_MAGIC;
*ptr++ = 0;
*ptr++ = NP_SERV_PAUSE | (paused ? 0x20 : 0);
WRITE_LONG (ptr, NPServer.FrameCount);
S9xNPSendToAllClients (pause, 7);
}
void S9xNPServerLoop (void *)
{
#ifdef __WIN32__
BOOL success = FALSE;
#else
bool8 success = FALSE;
static struct timeval next1 = {0, 0};
struct timeval now;
#endif
int pausedState = -1, newPausedState = -1;
while (server_continue)
{
fd_set read_fds;
struct timeval timeout;
int res;
int i;
int max_fd = NPServer.Socket;
#ifdef __WIN32__
Sleep (0);
#endif
if (success && !(Settings.Paused && !Settings.FrameAdvance) && !Settings.StopEmulation &&
!Settings.ForcedPause && !NPServer.Paused)
{
S9xNPSendHeartBeat ();
newPausedState = 0;
}
else
{
newPausedState = 1;
}
if(pausedState != newPausedState)
{
pausedState = newPausedState;
// S9xNPSendServerPause(pausedState); // XXX: doesn't seem to work yet...
}
do
{
FD_ZERO (&read_fds);
FD_SET (NPServer.Socket, &read_fds);
for (i = 0; i < NP_MAX_CLIENTS; i++)
{
if (NPServer.Clients [i].Connected)
{
FD_SET (NPServer.Clients [i].Socket, &read_fds);
if (NPServer.Clients [i].Socket > max_fd)
max_fd = NPServer.Clients [i].Socket;
}
}
timeout.tv_sec = 0;
timeout.tv_usec = 1000;
res = select (max_fd + 1, &read_fds, NULL, NULL, &timeout);
if (res > 0)
{
if (FD_ISSET (NPServer.Socket, &read_fds))
S9xNPAcceptClient (NPServer.Socket, FALSE);
for (i = 0; i < NP_MAX_CLIENTS; i++)
{
if (NPServer.Clients [i].Connected &&
FD_ISSET (NPServer.Clients [i].Socket, &read_fds))
{
S9xNPProcessClient (i);
}
}
}
} while (res > 0);
#ifdef __WIN32__
success = WaitForSingleObject (GUI.ServerTimerSemaphore, 200) == WAIT_OBJECT_0;
#else
while (gettimeofday (&now, NULL) < 0) ;
/* If there is no known "next" frame, initialize it now */
if (next1.tv_sec == 0) { next1 = now; ++next1.tv_usec; }
success=FALSE;
if (timercmp(&next1, &now, >))
{
/* If we're ahead of time, sleep a while */
unsigned timeleft =
(next1.tv_sec - now.tv_sec) * 1000000
+ next1.tv_usec - now.tv_usec;
usleep(timeleft<(200*1000)?timeleft:(200*1000));
}
if (!timercmp(&next1, &now, >))
{
/* Calculate the timestamp of the next frame. */
next1.tv_usec += Settings.FrameTime;
if (next1.tv_usec >= 1000000)
{
next1.tv_sec += next1.tv_usec / 1000000;
next1.tv_usec %= 1000000;
}
success=TRUE;
}
#endif
while (NPServer.TaskHead != NPServer.TaskTail)
{
void *task_data = NPServer.TaskQueue [NPServer.TaskHead].Data;
#if defined(NP_DEBUG) && NP_DEBUG == 2
printf ("SERVER: task %d @%ld\n", NPServer.TaskQueue [NPServer.TaskHead].Task, S9xGetMilliTime () - START);
#endif
switch (NPServer.TaskQueue [NPServer.TaskHead].Task)
{
case NP_SERVER_SEND_ROM_IMAGE:
S9xNPSendROMImageToAllClients ();
break;
case NP_SERVER_SYNC_CLIENT:
NPServer.Clients [(pint) task_data].Ready = FALSE;
S9xNPRecomputePause ();
S9xNPSyncClient ((pint) task_data);
break;
case NP_SERVER_SYNC_ALL:
S9xNPSyncClients ();
break;
case NP_SERVER_SEND_FREEZE_FILE_ALL:
S9xNPSendFreezeFileToAllClients ((char *) task_data);
free ((char *) task_data);
break;
case NP_SERVER_SEND_ROM_LOAD_REQUEST_ALL:
S9xNPSendROMLoadRequest ((char *) task_data);
free ((char *) task_data);
break;
case NP_SERVER_RESET_ALL:
S9xNPNoClientReady (0);
S9xNPWaitForEmulationToComplete ();
S9xNPSetAction ("SERVER: Sending RESET to all clients...", TRUE);
#ifdef NP_DEBUG
printf ("SERVER: Sending RESET to all clients @%ld\n", S9xGetMilliTime () - START);