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netplay.h
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netplay.h
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/*******************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson ([email protected]) and
Jerremy Koot ([email protected])
(c) Copyright 2001 - 2004 John Weidman ([email protected])
(c) Copyright 2002 - 2004 Brad Jorsch ([email protected]),
funkyass ([email protected]),
Joel Yliluoma (http://iki.fi/bisqwit/)
Kris Bleakley ([email protected]),
Matthew Kendora,
Nach ([email protected]),
Peter Bortas ([email protected]) and
zones ([email protected])
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 zsKnight ([email protected]),
_Demo_ ([email protected]), and Nach
C4 C++ code
(c) Copyright 2003 Brad Jorsch
DSP-1 emulator code
(c) Copyright 1998 - 2004 Ivar ([email protected]), _Demo_, Gary Henderson,
John Weidman, neviksti ([email protected]),
Kris Bleakley, Andreas Naive
DSP-2 emulator code
(c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
Lord Nightmare ([email protected]
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight, pagefault ([email protected]) and
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code
(c) Copyright 2002 Matthew Kendora with research by
zsKnight, John Weidman, and Dark Force
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive and John Weidman
S-RTC C emulator code
(c) Copyright 2001 John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt ([email protected])
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 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.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes
charging money for Snes9x or software derived from Snes9x.
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.
*******************************************************************************/
#ifndef _NETPLAY_H_
#define _NETPLAY_H_
/*
* Client to server joypad update
*
* magic 1
* sequence_no 1
* opcode 1
* joypad data 4
*
* Server to client joypad update
* magic 1
* sequence_no 1
* opcode 1 + num joypads (top 3 bits)
* joypad data 4 * n
*/
//#define NP_DEBUG 1
#define NP_VERSION 10
#define NP_JOYPAD_HIST_SIZE 120
#define NP_DEFAULT_PORT 6096
#define NP_MAX_CLIENTS 5
#define NP_SERV_MAGIC 'S'
#define NP_CLNT_MAGIC 'C'
#define NP_CLNT_HELLO 0
#define NP_CLNT_JOYPAD 1
#define NP_CLNT_RESET 2
#define NP_CLNT_PAUSE 3
#define NP_CLNT_LOAD_ROM 4
#define NP_CLNT_ROM_IMAGE 5
#define NP_CLNT_FREEZE_FILE 6
#define NP_CLNT_SRAM_DATA 7
#define NP_CLNT_READY 8
#define NP_CLNT_LOADED_ROM 9
#define NP_CLNT_RECEIVED_ROM_IMAGE 10
#define NP_CLNT_WAITING_FOR_ROM_IMAGE 11
#define NP_SERV_HELLO 0
#define NP_SERV_JOYPAD 1
#define NP_SERV_RESET 2
#define NP_SERV_PAUSE 3
#define NP_SERV_LOAD_ROM 4
#define NP_SERV_ROM_IMAGE 5
#define NP_SERV_FREEZE_FILE 6
#define NP_SERV_SRAM_DATA 7
#define NP_SERV_READY 8
struct SNPClient
{
volatile uint8 SendSequenceNum;
volatile uint8 ReceiveSequenceNum;
volatile bool8 Connected;
volatile bool8 SaidHello;
volatile bool8 Paused;
volatile bool8 Ready;
int Socket;
char *ROMName;
char *HostName;
char *Who;
};
enum {
NP_SERVER_SEND_ROM_IMAGE,
NP_SERVER_SYNC_ALL,
NP_SERVER_SYNC_CLIENT,
NP_SERVER_SEND_FREEZE_FILE_ALL,
NP_SERVER_SEND_ROM_LOAD_REQUEST_ALL,
NP_SERVER_RESET_ALL,
NP_SERVER_SEND_SRAM_ALL,
NP_SERVER_SEND_SRAM
};
#define NP_MAX_TASKS 20
struct NPServerTask
{
uint32 Task;
void *Data;
};
struct SNPServer
{
struct SNPClient Clients [NP_MAX_CLIENTS];
int NumClients;
volatile struct NPServerTask TaskQueue [NP_MAX_TASKS];
volatile uint32 TaskHead;
volatile uint32 TaskTail;
int Socket;
uint32 FrameTime;
uint32 FrameCount;
char ROMName [30];
uint32 Joypads [5];
bool8 ClientPaused;
uint32 Paused;
bool8 SendROMImageOnConnect;
bool8 SyncByReset;
};
#define NP_MAX_ACTION_LEN 200
START_EXTERN_C
struct SNetPlay
{
volatile uint8 MySequenceNum;
volatile uint8 ServerSequenceNum;
volatile bool8 Connected;
volatile bool8 Abort;
volatile uint8 Player;
volatile bool8 ClientsReady [NP_MAX_CLIENTS];
volatile bool8 ClientsPaused [NP_MAX_CLIENTS];
volatile bool8 Paused;
volatile bool8 PendingWait4Sync;
volatile uint8 PercentageComplete;
volatile bool8 Waiting4EmulationThread;
volatile bool8 Answer;
volatile int Socket;
char *ServerHostName;
char *ROMName;
int Port;
volatile uint32 JoypadWriteInd;
volatile uint32 JoypadReadInd;
uint32 Joypads [NP_JOYPAD_HIST_SIZE][NP_MAX_CLIENTS];
uint32 Frame [NP_JOYPAD_HIST_SIZE];
uint32 FrameCount;
uint32 MaxFrameSkip;
uint32 MaxBehindFrameCount;
char ActionMsg [NP_MAX_ACTION_LEN];
char ErrorMsg [NP_MAX_ACTION_LEN];
char WarningMsg [NP_MAX_ACTION_LEN];
};
extern struct SNetPlay NetPlay;
END_EXTERN_C
//
// NETPLAY_CLIENT_HELLO message format:
// header
// frame_time (4)
// ROMName (variable)
#define WRITE_LONG(p, v) { \
*((p) + 0) = (uint8) ((v) >> 24); \
*((p) + 1) = (uint8) ((v) >> 16); \
*((p) + 2) = (uint8) ((v) >> 8); \
*((p) + 3) = (uint8) ((v) >> 0); \
}
#define READ_LONG(p) \
((((uint8) *((p) + 0)) << 24) | \
(((uint8) *((p) + 1)) << 16) | \
(((uint8) *((p) + 2)) << 8) | \
(((uint8) *((p) + 3)) << 0))
bool8 S9xNPConnectToServer (const char *server_name, int port,
const char *rom_name);
bool8 S9xNPWaitForHeartBeat ();
uint32 S9xNPGetJoypad (int which1);
bool8 S9xNPSendJoypadUpdate (uint32 joypad);
void S9xNPDisconnect ();
bool8 S9xNPInitialise ();
bool8 S9xNPSendData (int fd, const uint8 *data, int len);
bool8 S9xNPGetData (int fd, uint8 *data, int len);
void S9xNPSyncClients ();
void S9xNPStepJoypadHistory ();
void S9xNPResetJoypadReadPos ();
bool8 S9xNPSendReady (uint8 op = NP_CLNT_READY);
bool8 S9xNPSendPause (bool8 pause);
void S9xNPReset ();
void S9xNPSetAction (const char *action, bool8 force = FALSE);
void S9xNPSetError (const char *error);
void S9xNPSetWarning (const char *warning);
void S9xNPDiscardHeartbeats ();
void S9xNPServerQueueSendingFreezeFile (const char *filename);
void S9xNPServerQueueSyncAll ();
void S9xNPServerQueueSendingROMImage ();
void S9xNPServerQueueSendingLoadROMRequest (const char *filename);
void S9xNPServerAddTask (uint32 task, void *data);
bool8 S9xNPStartServer (int port);
void S9xNPStopServer ();
#ifdef __WIN32kk__
#define S9xGetMilliTime timeGetTime
#else
uint32 S9xGetMilliTime ();
#endif
#endif