dolphin/Source/Core/Core/NetPlayProto.h
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

116 lines
2.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <vector>
#include "Common/CommonTypes.h"
#include "Core/HW/EXI/EXI_Device.h"
namespace PowerPC
{
enum class CPUCore;
}
struct NetSettings
{
bool m_CPUthread;
PowerPC::CPUCore m_CPUcore;
bool m_EnableCheats;
int m_SelectedLanguage;
bool m_OverrideGCLanguage;
bool m_ProgressiveScan;
bool m_PAL60;
bool m_DSPHLE;
bool m_DSPEnableJIT;
bool m_WriteToMemcard;
bool m_CopyWiiSave;
bool m_ReducePollingRate;
bool m_OCEnable;
float m_OCFactor;
ExpansionInterface::TEXIDevices m_EXIDevice[2];
};
struct NetTraversalConfig
{
NetTraversalConfig() = default;
NetTraversalConfig(bool use_traversal_, std::string traversal_host_, u16 traversal_port_)
: use_traversal{use_traversal_}, traversal_host{std::move(traversal_host_)},
traversal_port{traversal_port_}
{
}
bool use_traversal = false;
std::string traversal_host;
u16 traversal_port = 0;
};
extern NetSettings g_NetPlaySettings;
extern u64 g_netplay_initial_rtc;
struct Rpt : public std::vector<u8>
{
u16 channel;
};
// messages
enum
{
NP_MSG_PLAYER_JOIN = 0x10,
NP_MSG_PLAYER_LEAVE = 0x11,
NP_MSG_CHAT_MESSAGE = 0x30,
NP_MSG_PAD_DATA = 0x60,
NP_MSG_PAD_MAPPING = 0x61,
NP_MSG_PAD_BUFFER = 0x62,
NP_MSG_WIIMOTE_DATA = 0x70,
NP_MSG_WIIMOTE_MAPPING = 0x71,
NP_MSG_START_GAME = 0xA0,
NP_MSG_CHANGE_GAME = 0xA1,
NP_MSG_STOP_GAME = 0xA2,
NP_MSG_DISABLE_GAME = 0xA3,
NP_MSG_GAME_STATUS = 0xA4,
NP_MSG_TIMEBASE = 0xB0,
NP_MSG_DESYNC_DETECTED = 0xB1,
NP_MSG_COMPUTE_MD5 = 0xC0,
NP_MSG_MD5_PROGRESS = 0xC1,
NP_MSG_MD5_RESULT = 0xC2,
NP_MSG_MD5_ABORT = 0xC3,
NP_MSG_MD5_ERROR = 0xC4,
NP_MSG_READY = 0xD0,
NP_MSG_NOT_READY = 0xD1,
NP_MSG_PING = 0xE0,
NP_MSG_PONG = 0xE1,
NP_MSG_PLAYER_PING_DATA = 0xE2,
NP_MSG_SYNC_GC_SRAM = 0xF0,
};
enum
{
CON_ERR_SERVER_FULL = 1,
CON_ERR_GAME_RUNNING = 2,
CON_ERR_VERSION_MISMATCH = 3
};
using NetWiimote = std::vector<u8>;
using MessageId = u8;
using PlayerId = u8;
using FrameNum = u32;
using PadMapping = s8;
using PadMappingArray = std::array<PadMapping, 4>;
namespace NetPlay
{
bool IsNetPlayRunning();
}