feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -16,6 +16,15 @@
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#endif
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//#define PRINT_ACK_STATS
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#ifdef __PS3__
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static const int sc_wouldBlockFlag = CELL_RUDP_ERROR_WOULDBLOCK;
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#else // __ORBIS__
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static const int sc_wouldBlockFlag = SCE_RUDP_ERROR_WOULDBLOCK;
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#endif
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static const bool sc_verbose = false;
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@@ -84,6 +93,8 @@ SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayer
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m_host = onHost;
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m_manager = manager;
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m_customData = 0;
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m_acksOutstanding = 0;
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m_totalBytesInSendQueue = 0;
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if( pUID )
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{
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memcpy(&m_ISD.m_UID,pUID,sizeof(PlayerUID));
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@@ -102,6 +113,7 @@ SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayer
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}
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SetNameFromUID();
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InitializeCriticalSection(&m_csQueue);
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InitializeCriticalSection(&m_csAcks);
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#ifdef __ORBIS__
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if(IsLocal())
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{
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@@ -109,6 +121,14 @@ SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayer
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}
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#endif
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#ifndef _CONTENT_PACKAGE
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m_minAckTime = INT_MAX;
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m_maxAckTime = 0;
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m_totalAcks = 0;
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m_totalAckTime = 0;
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m_averageAckTime = 0;
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#endif
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}
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SQRNetworkPlayer::~SQRNetworkPlayer()
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@@ -190,13 +210,8 @@ bool SQRNetworkPlayer::HasSmallIdConfirmed()
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// To confirm to the host that we are ready, send a single byte with our small id.
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void SQRNetworkPlayer::ConfirmReady()
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{
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#ifdef __PS3__
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int ret = cellRudpWrite( m_rudpCtx, &m_ISD, sizeof(InitSendData), CELL_RUDP_MSG_LATENCY_CRITICAL );
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#else //__ORBIS__
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int ret = sceRudpWrite( m_rudpCtx, &m_ISD, sizeof(InitSendData), SCE_RUDP_MSG_LATENCY_CRITICAL );
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#endif
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// TODO - error handling here?
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assert ( ret == sizeof(InitSendData) );
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SendInternal(&m_ISD, sizeof(InitSendData), e_flag_AckNotRequested);
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// Final flag for a local player on the client, as we are now safe to send data on to the host
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID confirmed\n");
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@@ -205,8 +220,9 @@ void SQRNetworkPlayer::ConfirmReady()
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// Attempt to send data, of any size, from this player to that specified by pPlayerTarget. This may not be possible depending on the two players, due to
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// our star shaped network connectivity. Data may be any size, and is copied so on returning from this method it does not need to be preserved.
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void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize )
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void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize, bool ack )
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{
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AckFlags ackFlags = ack ? e_flag_AckRequested : e_flag_AckNotRequested;
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// Our network is connected as a star. If we are the host, then we can send to any remote player. If we're a client, we can send only to the host.
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// The host can also send to other local players, but this doesn't need to go through Rudp.
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if( m_host )
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@@ -224,7 +240,7 @@ void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *da
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else if( ( m_type == SNP_TYPE_HOST ) && ( pPlayerTarget->m_type == SNP_TYPE_REMOTE ) )
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{
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// Rudp communication from host to remote player - handled by remote player instance
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pPlayerTarget->SendInternal(data,dataSize);
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pPlayerTarget->SendInternal(data,dataSize, ackFlags);
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}
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else
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{
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@@ -237,7 +253,7 @@ void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *da
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if( ( m_type == SNP_TYPE_LOCAL ) && ( pPlayerTarget->m_type == SNP_TYPE_HOST ) )
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{
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// Rudp communication from client to host - handled by this player instace
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SendInternal(data, dataSize);
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SendInternal(data, dataSize, ackFlags);
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}
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else
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{
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@@ -250,15 +266,30 @@ void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *da
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// Internal send function - to simplify the number of mechanisms we have for sending data, this method just adds the data to be send to the player's internal queue,
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// and then calls SendMoreInternal. This method can take any size of data, which it will split up into payload size chunks before sending. All input data is copied
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// into internal buffers.
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void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize)
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void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize, AckFlags ackFlags)
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{
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EnterCriticalSection(&m_csQueue);
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bool bOutstandingPackets = (m_sendQueue.size() > 0); // check if there are still packets in the queue, we won't be calling SendMoreInternal here if there are
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QueuedSendBlock sendBlock;
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unsigned char *dataCurrent = (unsigned char *)data;
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unsigned int dataRemaining = dataSize;
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if(ackFlags == e_flag_AckReturning)
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{
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// no data, just the flag
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assert(dataSize == 0);
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assert(data == NULL);
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int dataSize = dataRemaining;
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if( dataSize > SNP_MAX_PAYLOAD ) dataSize = SNP_MAX_PAYLOAD;
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sendBlock.start = NULL;
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sendBlock.end = NULL;
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sendBlock.current = NULL;
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sendBlock.ack = ackFlags;
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m_sendQueue.push(sendBlock);
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}
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else
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{
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while( dataRemaining )
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{
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int dataSize = dataRemaining;
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@@ -266,19 +297,203 @@ void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize)
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sendBlock.start = new unsigned char [dataSize];
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sendBlock.end = sendBlock.start + dataSize;
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sendBlock.current = sendBlock.start;
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sendBlock.ack = ackFlags;
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memcpy( sendBlock.start, dataCurrent, dataSize);
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m_sendQueue.push(sendBlock);
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dataRemaining -= dataSize;
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dataCurrent += dataSize;
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}
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// Now try and send as much as we can
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SendMoreInternal();
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}
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m_totalBytesInSendQueue += dataSize;
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// if the queue had something in it already, then the UDP callback will fire and call SendMoreInternal
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// so we don't call it here, to avoid a deadlock
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if(!bOutstandingPackets)
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{
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// Now try and send as much as we can
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SendMoreInternal();
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}
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LeaveCriticalSection(&m_csQueue);
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}
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int SQRNetworkPlayer::WriteDataPacket(const void* data, int dataSize, AckFlags ackFlags)
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{
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DataPacketHeader header(dataSize, ackFlags);
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int headerSize = sizeof(header);
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int packetSize = dataSize+headerSize;
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unsigned char* packetData = new unsigned char[packetSize];
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*((DataPacketHeader*)packetData) = header;
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memcpy(&packetData[headerSize], data, dataSize);
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#ifndef _CONTENT_PACKAGE
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if(ackFlags == e_flag_AckRequested)
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m_ackStats.push_back(System::currentTimeMillis());
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#endif
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#ifdef __PS3__
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int ret = cellRudpWrite( m_rudpCtx, packetData, packetSize, 0);//CELL_RUDP_MSG_LATENCY_CRITICAL );
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#else // __ORBIS__ && __PSVITA__
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int ret = sceRudpWrite( m_rudpCtx, packetData, packetSize, 0);//SCE_RUDP_MSG_LATENCY_CRITICAL );
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#endif
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if(ret == sc_wouldBlockFlag)
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{
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// nothing was sent!
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}
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else
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{
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assert(ret==packetSize || ret > headerSize); // we must make sure we've sent the entire packet or the header and some data at least
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ret -= headerSize;
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if(ackFlags == e_flag_AckRequested)
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{
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EnterCriticalSection(&m_csAcks);
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m_acksOutstanding++;
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LeaveCriticalSection(&m_csAcks);
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}
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}
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delete packetData;
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return ret;
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}
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int SQRNetworkPlayer::GetPacketDataSize()
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{
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unsigned int ackFlag;
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int headerSize = sizeof(ackFlag);
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#ifdef __PS3__
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unsigned int packetSize = cellRudpGetSizeReadable(m_rudpCtx);
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#else
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unsigned int packetSize = sceRudpGetSizeReadable(m_rudpCtx);
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#endif
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if(packetSize == 0)
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return 0;
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unsigned int dataSize = packetSize - headerSize;
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assert(dataSize >= 0);
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if(dataSize == 0)
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{
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// header only, must just be an ack returning
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ReadAck();
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}
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return dataSize;
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}
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int SQRNetworkPlayer::ReadDataPacket(void* data, int dataSize)
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{
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int headerSize = sizeof(DataPacketHeader);
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int packetSize = dataSize+headerSize;
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unsigned char* packetData = new unsigned char[packetSize];
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#ifdef __PS3__
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int bytesRead = cellRudpRead( m_rudpCtx, packetData, packetSize, 0, NULL );
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#else // __ORBIS__ && __PSVITA__
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int bytesRead = sceRudpRead( m_rudpCtx, packetData, packetSize, 0, NULL );
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#endif
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if(bytesRead == sc_wouldBlockFlag)
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{
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delete packetData;
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return 0;
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}
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// check the header, and see if we need to send back an ack
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DataPacketHeader header = *((DataPacketHeader*)packetData);
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if(header.GetAckFlags() == e_flag_AckRequested)
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{
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// Don't send the ack back directly from here, as this is called from a rudp event callback, and we end up in a thread lock situation between the lock librudp uses
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// internally (which is locked already here since we are being called in the event handler), and our own lock that we do for processing our write queue
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m_manager->RequestWriteAck(GetSmallId());
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}
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else
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{
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assert(header.GetAckFlags() == e_flag_AckNotRequested);
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}
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if(bytesRead > 0)
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{
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bytesRead -= headerSize;
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memcpy(data, &packetData[headerSize], bytesRead);
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}
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assert(header.GetDataSize() == bytesRead);
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delete packetData;
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return bytesRead;
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}
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void SQRNetworkPlayer::ReadAck()
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{
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DataPacketHeader header;
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#ifdef __PS3__
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int bytesRead = cellRudpRead( m_rudpCtx, &header, sizeof(header), 0, NULL );
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#else // __ORBIS__ && __PSVITA__
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int bytesRead = sceRudpRead( m_rudpCtx, &header, sizeof(header), 0, NULL );
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#endif
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if(bytesRead == sc_wouldBlockFlag)
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{
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return;
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}
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assert(header.GetAckFlags() == e_flag_AckReturning);
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EnterCriticalSection(&m_csAcks);
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m_acksOutstanding--;
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assert(m_acksOutstanding >=0);
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LeaveCriticalSection(&m_csAcks);
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#ifndef _CONTENT_PACKAGE
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#ifdef PRINT_ACK_STATS
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__int64 timeTaken = System::currentTimeMillis() - m_ackStats[0];
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if(timeTaken < m_minAckTime)
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m_minAckTime = timeTaken;
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if(timeTaken > m_maxAckTime)
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m_maxAckTime = timeTaken;
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m_totalAcks++;
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m_totalAckTime += timeTaken;
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m_averageAckTime = m_totalAckTime / m_totalAcks;
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app.DebugPrintf("RUDP ctx : %d : Time taken for ack - %4d ms : min - %4d : max %4d : avg %4d\n", m_rudpCtx, timeTaken, m_minAckTime, m_maxAckTime, m_averageAckTime);
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m_ackStats.erase(m_ackStats.begin());
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#endif
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#endif
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}
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void SQRNetworkPlayer::WriteAck()
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{
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SendInternal(NULL, 0, e_flag_AckReturning);
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}
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int SQRNetworkPlayer::GetOutstandingAckCount()
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{
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return m_manager->GetOutstandingAckCount(this);
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}
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int SQRNetworkPlayer::GetTotalOutstandingAckCount()
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{
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return m_acksOutstanding;
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}
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int SQRNetworkPlayer::GetTotalSendQueueBytes()
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{
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return m_totalBytesInSendQueue;
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}
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int SQRNetworkPlayer::GetTotalSendQueueMessages()
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{
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CriticalSectionScopeLock lock(&m_csQueue);
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return m_sendQueue.size();
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}
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int SQRNetworkPlayer::GetSendQueueSizeBytes()
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{
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return m_manager->GetSendQueueSizeBytes();
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}
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int SQRNetworkPlayer::GetSendQueueSizeMessages()
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{
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return m_manager->GetSendQueueSizeMessages();
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}
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// Internal send function. This attempts to send as many elements in the queue as possible until the write function tells us that we can't send any more. This way,
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@@ -287,6 +502,8 @@ void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize)
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void SQRNetworkPlayer::SendMoreInternal()
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{
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EnterCriticalSection(&m_csQueue);
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assert(m_sendQueue.size() > 0); // this should never be called with an empty queue.
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bool keepSending;
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do
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{
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@@ -296,17 +513,12 @@ void SQRNetworkPlayer::SendMoreInternal()
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// Attempt to send the full data in the first element in our queue
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unsigned char *data= m_sendQueue.front().current;
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int dataSize = m_sendQueue.front().end - m_sendQueue.front().current;
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#ifdef __PS3__
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int ret = cellRudpWrite( m_rudpCtx, data, dataSize, 0);//CELL_RUDP_MSG_LATENCY_CRITICAL );
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int wouldBlockFlag = CELL_RUDP_ERROR_WOULDBLOCK;
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int ret = WriteDataPacket(data, dataSize, m_sendQueue.front().ack);
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#else // __ORBIS__
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int ret = sceRudpWrite( m_rudpCtx, data, dataSize, 0);//CELL_RUDP_MSG_LATENCY_CRITICAL );
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int wouldBlockFlag = SCE_RUDP_ERROR_WOULDBLOCK;
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#endif
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if( ret == dataSize )
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{
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// Fully sent, remove from queue - will loop in the while loop to see if there's anything else in the queue we could send
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m_totalBytesInSendQueue -= ret;
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delete [] m_sendQueue.front().start;
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m_sendQueue.pop();
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if( m_sendQueue.size() )
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@@ -314,15 +526,15 @@ void SQRNetworkPlayer::SendMoreInternal()
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keepSending = true;
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}
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}
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else if( ( ret >= 0 ) || ( ret == wouldBlockFlag ) )
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else if( ( ret >= 0 ) || ( ret == sc_wouldBlockFlag ) )
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{
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// Things left to send - adjust this element in the queue
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int remainingBytes;
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if( ret >= 0 )
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{
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// Only ret bytes sent so far
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m_totalBytesInSendQueue -= ret;
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remainingBytes = dataSize - ret;
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assert(remainingBytes > 0 );
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}
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Reference in New Issue
Block a user