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sync.go
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package ggpo
import (
"errors"
"github.com/assemblaj/ggpo/internal/util"
"github.com/assemblaj/ggpo/internal/input"
"github.com/assemblaj/ggpo/internal/messages"
)
type Sync struct {
session Session
savedState savedState
config SyncConfig
rollingBack bool
lastConfirmedFrame int
frameCount int
maxPredictionFrames int
inputQueues []input.InputQueue
localConnectStatus []messages.UdpConnectStatus
}
//const MaxPredictionFrames int = 8
type SyncConfig struct {
session Session
numPredictionFrames int
numPlayers int
inputSize int
}
type SyncEvntType int
const SyncConfirmedInput SyncEvntType = 0
type savedFrame struct {
frame int
checksum int
}
type savedState struct {
frames []savedFrame
head int
}
func NewSync(status []messages.UdpConnectStatus, config *SyncConfig) Sync {
s := Sync{
config: *config,
session: config.session,
maxPredictionFrames: config.numPredictionFrames,
localConnectStatus: status,
frameCount: 0,
lastConfirmedFrame: -1,
rollingBack: false,
savedState: savedState{
frames: make([]savedFrame, MaxPredictionFrames+2)},
}
s.CreateQueues(*config)
return s
}
func NewSyncConfig(session Session, numPredictionFrames int,
numPlayers int, inputSize int) SyncConfig {
return SyncConfig{
session: session,
numPredictionFrames: numPredictionFrames,
numPlayers: numPlayers,
inputSize: inputSize,
}
}
func (s *SyncConfig) InputSize() int {
return s.inputSize
}
// using close to mean delete
func (s *Sync) Close() {
// delete frames manually here rather than in a destructor of the sendFrame
// structure so we cna efficiently copy frames via weak references
// - pond3r
s.inputQueues = nil
}
func (s *Sync) SetLastConfirmedFrame(frame int) {
s.lastConfirmedFrame = frame
if s.lastConfirmedFrame > 0 {
for i := 0; i < s.config.numPlayers; i++ {
err := s.inputQueues[i].DiscardConfirmedFrames(frame - 1)
if err != nil {
panic(err)
}
}
}
}
func (s *Sync) AddLocalInput(queue int, input *input.GameInput) bool {
framesBehind := s.frameCount - s.lastConfirmedFrame
if s.frameCount >= s.maxPredictionFrames && framesBehind >= s.maxPredictionFrames {
util.Log.Printf("Rejecting input from emulator: reached prediction barrier.\n")
return false
}
if s.frameCount == 0 {
s.SaveCurrentFrame()
}
util.Log.Printf("Sending undelayed local frame %d to queue %d.\n", s.frameCount, queue)
input.Frame = s.frameCount
err := s.inputQueues[queue].AddInput(input)
if err != nil {
panic(err)
}
return true
}
func (s *Sync) AddRemoteInput(queue int, input *input.GameInput) {
err := s.inputQueues[queue].AddInput(input)
if err != nil {
panic(err)
}
}
// originally took in a void ptr buffer and filled it with input
// maybe i should return that the filled buffer instead idk
// used by p2pbackend
func (s *Sync) GetConfirmedInputs(frame int) ([][]byte, int) {
disconnectFlags := 0
//Assert(size >= s.config.numPlayers*s.config.inputSize)
//values := make([]byte, size)
var values [][]byte
for i := 0; i < s.config.numPlayers; i++ {
var input input.GameInput
if (s.localConnectStatus[i].Disconnected) && (int32(frame) > s.localConnectStatus[i].LastFrame) {
disconnectFlags |= (1 << i)
input.Erase()
} else {
_, err := s.inputQueues[i].GetConfirmedInput(frame, &input)
if err != nil {
panic(err)
}
}
// this was originally a memcpy
values = append(values, input.Bits)
}
return values, disconnectFlags
}
// used by p2pbackend
func (s *Sync) SynchronizeInputs() ([][]byte, int) {
disconnectFlags := 0
//Assert(size >= s.config.numPlayers*s.config.inputSize)
//values := make([]byte, size)
var values [][]byte
for i := 0; i < s.config.numPlayers; i++ {
var input input.GameInput
if s.localConnectStatus[i].Disconnected && int32(s.frameCount) > s.localConnectStatus[i].LastFrame {
disconnectFlags |= (1 << i)
input.Erase()
} else {
_, err := s.inputQueues[i].GetInput(s.frameCount, &input)
if err != nil {
panic(err)
}
}
values = append(values, input.Bits)
}
return values, disconnectFlags
}
func (s *Sync) CheckSimulation(timeout int) {
var seekTo int
if !s.CheckSimulationConsistency(&seekTo) {
err := s.AdjustSimulation(seekTo)
if err != nil {
panic(err)
}
}
}
func (s *Sync) AdvanceFrame() {
s.frameCount++
s.SaveCurrentFrame()
}
func (s *Sync) AdjustSimulation(seekTo int) error {
frameCount := s.frameCount
count := s.frameCount - seekTo
util.Log.Printf("Catching up\n")
s.rollingBack = true
// flush our input queue and load the last frame
err := s.LoadFrame(seekTo)
if err != nil {
panic(err)
}
if s.frameCount != seekTo {
return errors.New("ggpo Sync AdjustSimulation: s.frameCount != seekTo")
}
// Advance frame by frame (stuffing notifications back to
// the master).
s.ResetPrediction(s.frameCount)
for i := 0; i < count; i++ {
s.session.AdvanceFrame(0)
}
if s.frameCount != frameCount {
return errors.New("ggpo Sync AdjustSimulation: s.frameCount != frameCount")
}
s.rollingBack = false
util.Log.Printf("---\n")
return nil
}
func (s *Sync) LoadFrame(frame int) error {
if frame == s.frameCount {
util.Log.Printf("Skipping NOP.\n")
return nil
}
// Move the head pointer back and load it up
var err error
s.savedState.head, err = s.FindSavedFrameIndex(frame)
if err != nil {
panic(err)
}
state := s.savedState.frames[s.savedState.head]
util.Log.Printf("=== Loading frame info %d (checksum: %08x).\n",
state.frame, state.checksum)
//s.callbacks.LoadGameState(state.buf, state.cbuf)
s.session.LoadGameState(s.savedState.head)
// Reset framecount and the head of the state ring-buffer to point in
// advance of the current frame (as if we had just finished executing it).
s.frameCount = state.frame
s.savedState.head = (s.savedState.head + 1) % len(s.savedState.frames)
return nil
}
func (s *Sync) SaveCurrentFrame() {
// originally was
// SavedFrame *state = _savedstate.frames + _savedstate.head;
state := s.savedState.frames[s.savedState.head]
state.frame = s.frameCount
checksum := s.session.SaveGameState(s.savedState.head)
state.checksum = checksum
s.savedState.frames[s.savedState.head] = state
util.Log.Printf("=== Saved frame info %d (checksum: %08x).\n", state.frame, state.checksum)
s.savedState.head = (s.savedState.head + 1) % len(s.savedState.frames)
}
func (s *Sync) GetLastSavedFrame() savedFrame {
i := s.savedState.head - 1
for i < 0 {
i = len(s.savedState.frames) - 1
}
return s.savedState.frames[i]
}
// Trying to load a frame when it hasn't been saved causes an error
// that will panic up the chair.
func (s *Sync) FindSavedFrameIndex(frame int) (int, error) {
count := len(s.savedState.frames)
var i int
for i = 0; i < count; i++ {
if s.savedState.frames[i].frame == frame {
break
}
}
if i == count {
return 0, errors.New("ggpo Sync FindSavedFrameIndex: i == count")
}
return i, nil
}
func (s *Sync) CreateQueues(config SyncConfig) bool {
s.inputQueues = make([]input.InputQueue, s.config.numPlayers)
for i := 0; i < s.config.numPlayers; i++ {
s.inputQueues[i] = input.NewInputQueue(i, s.config.inputSize)
}
return true
}
func (s *Sync) CheckSimulationConsistency(seekTo *int) bool {
firstInorrect := input.NullFrame
for i := 0; i < s.config.numPlayers; i++ {
incorrect := s.inputQueues[i].FirstIncorrectFrame()
util.Log.Printf("considering incorrect frame %d reported by queue %d.\n", incorrect, i)
if incorrect != input.NullFrame && (firstInorrect == input.NullFrame || incorrect < firstInorrect) {
firstInorrect = incorrect
}
}
if firstInorrect == input.NullFrame {
util.Log.Printf("prediction ok. proceeding.\n")
return true
}
*seekTo = firstInorrect
return false
}
func (s *Sync) SetFrameDelay(queue int, delay int) {
s.inputQueues[queue].SetFrameDelay(delay)
}
func (s *Sync) ResetPrediction(frameNumber int) {
for i := 0; i < s.config.numPlayers; i++ {
err := s.inputQueues[i].ResetPrediction(frameNumber)
if err != nil {
panic(err)
}
}
}
func (s *Sync) FrameCount() int {
return s.frameCount
}
func (s *Sync) InRollback() bool {
return s.rollingBack
}