dolphin/Source/Core/Core/NetPlayServer.cpp
Techjar 4407854e9c NetPlay save data synchronization
This adds the functionality of sending the host's save data (raw memory
cards, as well as GCI files and Wii saves with a matching GameID) to
all other clients. The data is compressed using LZO1X to greatly reduce
its size while keeping compression/decompression fast. Save
synchronization is enabled by default, and toggleable with a checkbox
in the NetPlay dialog.

On clicking start, if the option is enabled, game boot will be delayed
until all players have received the save data sent by the host. If any
player fails to receive it properly, boot will be cancelled to prevent
desyncs.
2018-07-19 18:09:20 -04:00

1344 lines
32 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/NetPlayServer.h"
#include <algorithm>
#include <cstddef>
#include <cstdio>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <thread>
#include <type_traits>
#include <unordered_set>
#include <vector>
#include <lzo/lzo1x.h>
#include "Common/CommonPaths.h"
#include "Common/ENetUtil.h"
#include "Common/File.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/SFMLHelper.h"
#include "Common/StringUtil.h"
#include "Common/UPnP.h"
#include "Common/Version.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigManager.h"
#include "Core/HW/GCMemcard/GCMemcardDirectory.h"
#include "Core/HW/GCMemcard/GCMemcardRaw.h"
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "DiscIO/Enums.h"
#include "InputCommon/GCPadStatus.h"
#include "UICommon/GameFile.h"
#if !defined(_WIN32)
#include <sys/socket.h>
#include <sys/types.h>
#ifdef __HAIKU__
#define _BSD_SOURCE
#include <bsd/ifaddrs.h>
#elif !defined ANDROID
#include <ifaddrs.h>
#endif
#include <arpa/inet.h>
#endif
namespace NetPlay
{
u64 g_netplay_initial_rtc = 1272737767;
NetPlayServer::~NetPlayServer()
{
if (is_connected)
{
m_do_loop = false;
m_thread.join();
enet_host_destroy(m_server);
if (g_MainNetHost.get() == m_server)
{
g_MainNetHost.release();
}
if (m_traversal_client)
{
g_TraversalClient->m_Client = nullptr;
ReleaseTraversalClient();
}
}
#ifdef USE_UPNP
UPnP::StopPortmapping();
#endif
}
// called from ---GUI--- thread
NetPlayServer::NetPlayServer(const u16 port, const bool forward_port,
const NetTraversalConfig& traversal_config)
{
//--use server time
if (enet_initialize() != 0)
{
PanicAlertT("Enet Didn't Initialize");
}
m_pad_map.fill(-1);
m_wiimote_map.fill(-1);
if (traversal_config.use_traversal)
{
if (!EnsureTraversalClient(traversal_config.traversal_host, traversal_config.traversal_port,
port))
return;
g_TraversalClient->m_Client = this;
m_traversal_client = g_TraversalClient.get();
m_server = g_MainNetHost.get();
if (g_TraversalClient->GetState() == TraversalClient::Failure)
g_TraversalClient->ReconnectToServer();
}
else
{
ENetAddress serverAddr;
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, 3, 0, 0);
if (m_server != nullptr)
m_server->intercept = ENetUtil::InterceptCallback;
}
if (m_server != nullptr)
{
is_connected = true;
m_do_loop = true;
m_thread = std::thread(&NetPlayServer::ThreadFunc, this);
m_target_buffer_size = 5;
#ifdef USE_UPNP
if (forward_port)
UPnP::TryPortmapping(port);
#endif
}
}
// 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);
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
{
sf::Packet rpac;
ENetPacket* epack;
do
{
epack = enet_peer_receive(socket, nullptr);
} while (epack == nullptr);
rpac.append(epack->data, epack->dataLength);
// give new client first available id
PlayerId pid = 1;
for (auto i = m_players.begin(); i != m_players.end(); ++i)
{
if (i->second.pid == pid)
{
pid++;
i = m_players.begin();
}
}
socket->data = new PlayerId(pid);
std::string npver;
rpac >> npver;
// Dolphin netplay version
if (npver != Common::scm_rev_git_str)
return CON_ERR_VERSION_MISMATCH;
// game is currently running
if (m_is_running)
return CON_ERR_GAME_RUNNING;
// too many players
if (m_players.size() >= 255)
return CON_ERR_SERVER_FULL;
// cause pings to be updated
m_update_pings = true;
Client player;
player.pid = pid;
player.socket = socket;
rpac >> player.revision;
rpac >> player.name;
enet_packet_destroy(epack);
// try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map)
{
if (mapping == -1)
{
mapping = player.pid;
break;
}
}
// send join message to already connected clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.clear();
spac << (MessageId)0;
spac << player.pid;
Send(player.socket, spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
Send(player.socket, spac);
}
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
Send(player.socket, spac);
// sync GC SRAM with new client
if (!g_SRAM_netplay_initialized)
{
SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
InitSRAM();
g_SRAM_netplay_initialized = true;
}
spac.clear();
spac << (MessageId)NP_MSG_SYNC_GC_SRAM;
for (size_t i = 0; i < sizeof(g_SRAM.p_SRAM); ++i)
{
spac << g_SRAM.p_SRAM[i];
}
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << static_cast<MessageId>(NP_MSG_PLAYER_JOIN);
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
spac.clear();
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << p.second.pid << static_cast<u32>(p.second.game_status);
Send(player.socket, spac);
}
if (Config::Get(Config::NETPLAY_ENABLE_QOS))
player.qos_session = Common::QoSSession(player.socket);
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.emplace(*(PlayerId*)player.socket->data, std::move(player));
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
return 0;
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnDisconnect(const Client& player)
{
const PlayerId pid = player.pid;
if (m_is_running)
{
for (PadMapping mapping : m_pad_map)
{
if (mapping == pid && pid != 1)
{
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
SendToClients(spac, static_cast<PlayerId>(-1));
break;
}
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_LEAVE;
spac << pid;
enet_peer_disconnect(player.socket, 0);
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
auto it = m_players.find(player.pid);
if (it != m_players.end())
m_players.erase(it);
// alert other players of disconnect
SendToClients(spac);
for (PadMapping& mapping : m_pad_map)
{
if (mapping == pid)
{
mapping = -1;
UpdatePadMapping();
}
}
for (PadMapping& mapping : m_wiimote_map)
{
if (mapping == pid)
{
mapping = -1;
UpdateWiimoteMapping();
}
}
return 0;
}
// called from ---GUI--- thread
PadMappingArray NetPlayServer::GetPadMapping() const
{
return m_pad_map;
}
PadMappingArray NetPlayServer::GetWiimoteMapping() const
{
return m_wiimote_map;
}
// called from ---GUI--- thread
void NetPlayServer::SetPadMapping(const PadMappingArray& mappings)
{
m_pad_map = mappings;
UpdatePadMapping();
}
// called from ---GUI--- thread
void NetPlayServer::SetWiimoteMapping(const PadMappingArray& mappings)
{
m_wiimote_map = mappings;
UpdateWiimoteMapping();
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::UpdatePadMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_MAPPING;
for (PadMapping mapping : m_pad_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---NETPLAY--- thread
void NetPlayServer::UpdateWiimoteMapping()
{
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_MAPPING;
for (PadMapping mapping : m_wiimote_map)
{
spac << mapping;
}
SendToClients(spac);
}
// called from ---GUI--- thread and ---NETPLAY--- thread
void NetPlayServer::AdjustPadBufferSize(unsigned int size)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
m_target_buffer_size = size;
// tell clients to change buffer size
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_BUFFER);
spac << static_cast<u32>(m_target_buffer_size);
SendAsyncToClients(std::move(spac));
}
void NetPlayServer::SendAsyncToClients(sf::Packet&& packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::move(packet));
}
ENetUtil::WakeupThread(m_server);
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
{
MessageId mid;
packet >> mid;
INFO_LOG(NETPLAY, "Got client message: %x", mid);
// don't need lock because this is the only thread that modifies the players
// only need locks for writes to m_players in this thread
switch (mid)
{
case NP_MSG_CHAT_MESSAGE:
{
std::string msg;
packet >> msg;
// send msg to other clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << player.pid;
spac << msg;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_PAD_DATA:
{
// if this is pad data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
while (!packet.endOfPacket())
{
PadMapping map;
packet >> map;
// If the data is not from the correct player,
// then disconnect them.
if (m_pad_map.at(map) != player.pid)
{
return 1;
}
GCPadStatus pad;
packet >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >>
pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight >> pad.isConnected;
// Add to packet for relay to clients
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY
<< pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight
<< pad.isConnected;
}
SendToClients(spac, player.pid);
}
break;
case NP_MSG_WIIMOTE_DATA:
{
// if this is Wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
PadMapping map = 0;
u8 size;
packet >> map >> size;
std::vector<u8> data(size);
for (size_t i = 0; i < data.size(); ++i)
packet >> data[i];
// If the data is not from the correct player,
// then disconnect them.
if (m_wiimote_map.at(map) != player.pid)
{
return 1;
}
// relay to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << map;
spac << size;
for (const u8& byte : data)
spac << byte;
SendToClients(spac, player.pid);
}
break;
case NP_MSG_PONG:
{
const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
u32 ping_key = 0;
packet >> ping_key;
if (m_ping_key == ping_key)
{
player.ping = ping;
}
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_PING_DATA;
spac << player.pid;
spac << player.ping;
SendToClients(spac);
}
break;
case NP_MSG_START_GAME:
{
packet >> player.current_game;
}
break;
case NP_MSG_STOP_GAME:
{
if (!m_is_running)
break;
m_is_running = false;
// tell clients to stop game
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
}
break;
case NP_MSG_GAME_STATUS:
{
u32 status;
packet >> status;
m_players[player.pid].game_status = static_cast<PlayerGameStatus>(status);
// send msg to other clients
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_GAME_STATUS);
spac << player.pid;
spac << status;
SendToClients(spac);
}
break;
case NP_MSG_TIMEBASE:
{
u64 timebase = Common::PacketReadU64(packet);
u32 frame;
packet >> frame;
if (m_desync_detected)
break;
std::vector<std::pair<PlayerId, u64>>& timebases = m_timebase_by_frame[frame];
timebases.emplace_back(player.pid, timebase);
if (timebases.size() >= m_players.size())
{
// we have all records for this frame
if (!std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> pair) {
return pair.second == timebases[0].second;
}))
{
int pid_to_blame = -1;
for (auto pair : timebases)
{
if (std::all_of(timebases.begin(), timebases.end(), [&](std::pair<PlayerId, u64> other) {
return other.first == pair.first || other.second != pair.second;
}))
{
// we are the only outlier
pid_to_blame = pair.first;
break;
}
}
sf::Packet spac;
spac << (MessageId)NP_MSG_DESYNC_DETECTED;
spac << pid_to_blame;
spac << frame;
SendToClients(spac);
m_desync_detected = true;
}
m_timebase_by_frame.erase(frame);
}
}
break;
case NP_MSG_MD5_PROGRESS:
{
int progress;
packet >> progress;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_PROGRESS);
spac << player.pid;
spac << progress;
SendToClients(spac);
}
break;
case NP_MSG_MD5_RESULT:
{
std::string result;
packet >> result;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_RESULT);
spac << player.pid;
spac << result;
SendToClients(spac);
}
break;
case NP_MSG_MD5_ERROR:
{
std::string error;
packet >> error;
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ERROR);
spac << player.pid;
spac << error;
SendToClients(spac);
}
break;
case NP_MSG_SYNC_SAVE_DATA:
{
MessageId sub_id;
packet >> sub_id;
switch (sub_id)
{
case SYNC_SAVE_DATA_SUCCESS:
{
if (m_start_pending)
{
m_save_data_synced_players++;
if (m_save_data_synced_players >= m_players.size() - 1)
{
m_dialog->AppendChat(GetStringT("All players synchronized."));
StartGame();
}
}
}
break;
case SYNC_SAVE_DATA_FAILURE:
{
m_dialog->AppendChat(
StringFromFormat(GetStringT("%s failed to synchronize.").c_str(), player.name.c_str()));
m_dialog->OnSaveDataSyncFailure();
m_start_pending = false;
}
break;
default:
PanicAlertT(
"Unknown SYNC_SAVE_DATA message with id:%d received from player:%d Kicking player!",
sub_id, player.pid);
return 1;
}
}
break;
default:
PanicAlertT("Unknown message with id:%d received from player:%d Kicking player!", mid,
player.pid);
// unknown message, kick the client
return 1;
}
return 0;
}
void NetPlayServer::OnTraversalStateChanged()
{
if (m_dialog && m_traversal_client->GetState() == TraversalClient::Failure)
m_dialog->OnTraversalError(m_traversal_client->GetFailureReason());
}
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_CHAT_MESSAGE);
spac << static_cast<PlayerId>(0); // server id always 0
spac << msg;
SendAsyncToClients(std::move(spac));
}
// 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 << static_cast<MessageId>(NP_MSG_CHANGE_GAME);
spac << game;
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::ComputeMD5(const std::string& file_identifier)
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_COMPUTE_MD5);
spac << file_identifier;
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
bool NetPlayServer::AbortMD5()
{
sf::Packet spac;
spac << static_cast<MessageId>(NP_MSG_MD5_ABORT);
SendAsyncToClients(std::move(spac));
return true;
}
// called from ---GUI--- thread
void NetPlayServer::SetNetSettings(const NetSettings& settings)
{
m_settings = settings;
}
// called from ---GUI--- thread
bool NetPlayServer::RequestStartGame()
{
if (m_settings.m_SyncSaveData && m_players.size() > 1)
{
if (!SyncSaveData())
{
PanicAlertT("Error synchronizing save data!");
return false;
}
m_start_pending = true;
}
else
{
return StartGame();
}
return true;
}
// 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
AdjustPadBufferSize(m_target_buffer_size);
if (SConfig::GetInstance().bEnableCustomRTC)
g_netplay_initial_rtc = SConfig::GetInstance().m_customRTCValue;
else
g_netplay_initial_rtc = Common::Timer::GetLocalTimeSinceJan1970();
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];
Common::PacketWriteU64(spac, g_netplay_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 ---GUI--- thread
bool NetPlayServer::SyncSaveData()
{
m_save_data_synced_players = 0;
u8 save_count = 0;
constexpr size_t exi_device_count = 2;
for (size_t i = 0; i < exi_device_count; i++)
{
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD ||
SConfig::GetInstance().m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
save_count++;
}
}
const auto game = m_dialog->FindGameFile(m_selected_game);
if (game == nullptr)
{
PanicAlertT("Selected game doesn't exist in game list!");
return false;
}
bool wii_save = false;
if (m_settings.m_CopyWiiSave && (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
game->GetPlatform() == DiscIO::Platform::WiiWAD))
{
wii_save = true;
save_count++;
}
{
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_NOTIFY);
pac << save_count;
SendAsyncToClients(std::move(pac));
}
if (save_count == 0)
return true;
const std::string region =
SConfig::GetDirectoryForRegion(SConfig::ToGameCubeRegion(game->GetRegion()));
for (size_t i = 0; i < exi_device_count; i++)
{
const bool is_slot_a = i == 0;
if (m_settings.m_EXIDevice[i] == ExpansionInterface::EXIDEVICE_MEMORYCARD)
{
std::string path = is_slot_a ? Config::Get(Config::MAIN_MEMCARD_A_PATH) :
Config::Get(Config::MAIN_MEMCARD_B_PATH);
MemoryCard::CheckPath(path, region, is_slot_a);
bool mc251;
IniFile gameIni = SConfig::LoadGameIni(game->GetGameID(), game->GetRevision());
gameIni.GetOrCreateSection("Core")->Get("MemoryCard251", &mc251, false);
if (mc251)
path.insert(path.find_last_of('.'), ".251");
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_RAW);
pac << is_slot_a << region << mc251;
if (File::Exists(path))
{
if (!CompressFileIntoPacket(path, pac))
return false;
}
else
{
// No file, so we'll say the size is 0
Common::PacketWriteU64(pac, 0);
}
SendAsyncToClients(std::move(pac));
}
else if (SConfig::GetInstance().m_EXIDevice[i] ==
ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
{
const std::string path = File::GetUserPath(D_GCUSER_IDX) + region + DIR_SEP +
StringFromFormat("Card %c", is_slot_a ? 'A' : 'B');
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_GCI);
pac << is_slot_a;
if (File::IsDirectory(path))
{
std::vector<std::string> files =
GCMemcardDirectory::GetFileNamesForGameID(path + DIR_SEP, game->GetGameID());
pac << static_cast<u8>(files.size());
for (const std::string& file : files)
{
pac << file.substr(file.find_last_of('/') + 1);
if (!CompressFileIntoPacket(file, pac))
return false;
}
}
else
{
pac << static_cast<u8>(0);
}
SendAsyncToClients(std::move(pac));
}
}
if (wii_save)
{
const auto configured_fs = IOS::HLE::FS::MakeFileSystem(IOS::HLE::FS::Location::Configured);
const auto save = WiiSave::MakeNandStorage(configured_fs.get(), game->GetTitleID());
sf::Packet pac;
pac << static_cast<MessageId>(NP_MSG_SYNC_SAVE_DATA);
pac << static_cast<MessageId>(SYNC_SAVE_DATA_WII);
if (save->SaveExists())
{
const std::optional<WiiSave::Header> header = save->ReadHeader();
const std::optional<WiiSave::BkHeader> bk_header = save->ReadBkHeader();
const std::optional<std::vector<WiiSave::Storage::SaveFile>> files = save->ReadFiles();
if (!header || !bk_header || !files)
return false;
pac << true; // save exists
// Header
Common::PacketWriteU64(pac, header->tid);
pac << header->banner_size << header->permissions << header->unk1;
for (size_t i = 0; i < header->md5.size(); i++)
pac << header->md5[i];
pac << header->unk2;
for (size_t i = 0; i < header->banner_size; i++)
pac << header->banner[i];
// BkHeader
pac << bk_header->size << bk_header->magic << bk_header->ngid << bk_header->number_of_files
<< bk_header->size_of_files << bk_header->unk1 << bk_header->unk2
<< bk_header->total_size;
for (size_t i = 0; i < bk_header->unk3.size(); i++)
pac << bk_header->unk3[i];
Common::PacketWriteU64(pac, bk_header->tid);
for (size_t i = 0; i < bk_header->mac_address.size(); i++)
pac << bk_header->mac_address[i];
// Files
for (const WiiSave::Storage::SaveFile& file : *files)
{
pac << file.mode << file.attributes << static_cast<u8>(file.type) << file.path;
if (file.type == WiiSave::Storage::SaveFile::Type::File)
{
const std::optional<std::vector<u8>>& data = *file.data;
if (!data || !CompressBufferIntoPacket(*data, pac))
return false;
}
}
}
else
{
pac << false; // save does not exist
}
SendAsyncToClients(std::move(pac));
}
return true;
}
bool NetPlayServer::CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet)
{
File::IOFile file(file_path, "rb");
if (!file)
{
PanicAlertT("Failed to open file \"%s\".", file_path.c_str());
return false;
}
const u64 size = file.GetSize();
Common::PacketWriteU64(packet, size);
if (size == 0)
return true;
std::vector<u8> in_buffer(NETPLAY_LZO_IN_LEN);
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // EOF
if (!file.ReadBytes(in_buffer.data(), cur_len))
{
PanicAlertT("Error reading file: %s", file_path.c_str());
return false;
}
if (lzo1x_1_compress(in_buffer.data(), cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
bool NetPlayServer::CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet)
{
const u64 size = in_buffer.size();
Common::PacketWriteU64(packet, size);
if (size == 0)
return true;
std::vector<u8> out_buffer(NETPLAY_LZO_OUT_LEN);
std::vector<u8> wrkmem(LZO1X_1_MEM_COMPRESS);
lzo_uint i = 0;
while (true)
{
lzo_uint32 cur_len = 0; // number of bytes to read
lzo_uint out_len = 0; // number of bytes to write
if ((i + NETPLAY_LZO_IN_LEN) >= size)
{
cur_len = static_cast<lzo_uint32>(size - i);
}
else
{
cur_len = NETPLAY_LZO_IN_LEN;
}
if (cur_len <= 0)
break; // end of buffer
if (lzo1x_1_compress(&in_buffer[i], cur_len, out_buffer.data(), &out_len, wrkmem.data()) !=
LZO_E_OK)
{
PanicAlertT("Internal LZO Error - compression failed");
return false;
}
// The size of the data to write is 'out_len'
packet << static_cast<u32>(out_len);
for (size_t j = 0; j < out_len; j++)
{
packet << out_buffer[j];
}
if (cur_len != NETPLAY_LZO_IN_LEN)
break;
i += cur_len;
}
// Mark end of data
packet << static_cast<u32>(0);
return true;
}
// called from multiple threads
void NetPlayServer::SendToClients(const sf::Packet& packet, const PlayerId skip_pid)
{
for (auto& p : m_players)
{
if (p.second.pid && p.second.pid != skip_pid)
{
Send(p.second.socket, packet);
}
}
}
void NetPlayServer::Send(ENetPeer* socket, const sf::Packet& packet)
{
ENetPacket* epac =
enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(socket, 0, epac);
}
void NetPlayServer::KickPlayer(PlayerId player)
{
for (auto& current_player : m_players)
{
if (current_player.second.pid == player)
{
enet_peer_disconnect(current_player.second.socket, 0);
return;
}
}
}
u16 NetPlayServer::GetPort() const
{
return m_server->address.port;
}
void NetPlayServer::SetNetPlayUI(NetPlayUI* dialog)
{
m_dialog = dialog;
}
// called from ---GUI--- thread
std::unordered_set<std::string> NetPlayServer::GetInterfaceSet() const
{
std::unordered_set<std::string> result;
auto lst = GetInterfaceListInternal();
for (auto list_entry : lst)
result.emplace(list_entry.first);
return result;
}
// called from ---GUI--- thread
std::string NetPlayServer::GetInterfaceHost(const std::string& inter) const
{
char buf[16];
sprintf(buf, ":%d", GetPort());
auto lst = GetInterfaceListInternal();
for (const auto& list_entry : lst)
{
if (list_entry.first == inter)
{
return list_entry.second + buf;
}
}
return "?";
}
// called from ---GUI--- thread
std::vector<std::pair<std::string, std::string>> NetPlayServer::GetInterfaceListInternal() const
{
std::vector<std::pair<std::string, std::string>> result;
#if defined(_WIN32)
#elif defined(ANDROID)
// Android has no getifaddrs for some stupid reason. If this
// functionality ends up actually being used on Android, fix this.
#else
ifaddrs* ifp = nullptr;
char buf[512];
if (getifaddrs(&ifp) != -1)
{
for (ifaddrs* curifp = ifp; curifp; curifp = curifp->ifa_next)
{
sockaddr* sa = curifp->ifa_addr;
if (sa == nullptr)
continue;
if (sa->sa_family != AF_INET)
continue;
sockaddr_in* sai = (struct sockaddr_in*)sa;
if (ntohl(((struct sockaddr_in*)sa)->sin_addr.s_addr) == 0x7f000001)
continue;
const char* ip = inet_ntop(sa->sa_family, &sai->sin_addr, buf, sizeof(buf));
if (ip == nullptr)
continue;
result.emplace_back(std::make_pair(curifp->ifa_name, ip));
}
freeifaddrs(ifp);
}
#endif
if (result.empty())
result.emplace_back(std::make_pair("!local!", "127.0.0.1"));
return result;
}
} // namespace NetPlay