dolphin/Source/Core/Core/ConfigLoaders/NetPlayConfigLoader.cpp
Techjar 7036299a92 NetPlay: Improve settings synchronization and UI
Most settings which affect determinism will now be synced on NetPlay.
Additionally, there's a strict sync mode which will sync various
enhancements to prevent desync in games that use EFB reads.

This also adds a check for all players having the IPL.bin file, and
doesn't load it for anyone if someone is missing it. This prevents
desyncs caused by mismatched system fonts.

Additionally, the NetPlay window was getting too wide with checkboxes,
so FlowLayout has been introduced to make the checkboxes take up
multiple rows dynamically. However, there's some minor vertical
centering issues I haven't been able to solve, but it's better than a
ridiculously wide window.
2018-07-26 17:23:04 -04:00

126 lines
5.9 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/ConfigLoaders/NetPlayConfigLoader.h"
#include <memory>
#include "Common/CommonPaths.h"
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/NetPlayProto.h"
namespace ConfigLoaders
{
class NetPlayConfigLayerLoader final : public Config::ConfigLayerLoader
{
public:
explicit NetPlayConfigLayerLoader(const NetPlay::NetSettings& settings)
: ConfigLayerLoader(Config::LayerType::Netplay), m_settings(settings)
{
}
void Load(Config::Layer* layer) override
{
layer->Set(Config::MAIN_CPU_THREAD, m_settings.m_CPUthread);
layer->Set(Config::MAIN_CPU_CORE, m_settings.m_CPUcore);
layer->Set(Config::MAIN_GC_LANGUAGE, m_settings.m_SelectedLanguage);
layer->Set(Config::MAIN_OVERRIDE_GC_LANGUAGE, m_settings.m_OverrideGCLanguage);
layer->Set(Config::MAIN_DSP_HLE, m_settings.m_DSPHLE);
layer->Set(Config::MAIN_OVERCLOCK_ENABLE, m_settings.m_OCEnable);
layer->Set(Config::MAIN_OVERCLOCK, m_settings.m_OCFactor);
layer->Set(Config::MAIN_SLOT_A, static_cast<int>(m_settings.m_EXIDevice[0]));
layer->Set(Config::MAIN_SLOT_B, static_cast<int>(m_settings.m_EXIDevice[1]));
layer->Set(Config::MAIN_WII_SD_CARD_WRITABLE, m_settings.m_WriteToMemcard);
layer->Set(Config::MAIN_REDUCE_POLLING_RATE, m_settings.m_ReducePollingRate);
layer->Set(Config::MAIN_DSP_JIT, m_settings.m_DSPEnableJIT);
layer->Set(Config::SYSCONF_PROGRESSIVE_SCAN, m_settings.m_ProgressiveScan);
layer->Set(Config::SYSCONF_PAL60, m_settings.m_PAL60);
layer->Set(Config::GFX_HACK_EFB_ACCESS_ENABLE, m_settings.m_EFBAccessEnable);
layer->Set(Config::GFX_HACK_BBOX_ENABLE, m_settings.m_BBoxEnable);
layer->Set(Config::GFX_HACK_FORCE_PROGRESSIVE, m_settings.m_ForceProgressive);
layer->Set(Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM, m_settings.m_EFBToTextureEnable);
layer->Set(Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM, m_settings.m_XFBToTextureEnable);
layer->Set(Config::GFX_HACK_DISABLE_COPY_TO_VRAM, m_settings.m_DisableCopyToVRAM);
layer->Set(Config::GFX_HACK_IMMEDIATE_XFB, m_settings.m_ImmediateXFBEnable);
layer->Set(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES, m_settings.m_EFBEmulateFormatChanges);
layer->Set(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES,
m_settings.m_SafeTextureCacheColorSamples);
layer->Set(Config::GFX_PERF_QUERIES_ENABLE, m_settings.m_PerfQueriesEnable);
layer->Set(Config::MAIN_FPRF, m_settings.m_FPRF);
layer->Set(Config::MAIN_ACCURATE_NANS, m_settings.m_AccurateNaNs);
layer->Set(Config::MAIN_SYNC_ON_SKIP_IDLE, m_settings.m_SyncOnSkipIdle);
layer->Set(Config::MAIN_SYNC_GPU, m_settings.m_SyncGPU);
layer->Set(Config::MAIN_SYNC_GPU_MAX_DISTANCE, m_settings.m_SyncGpuMaxDistance);
layer->Set(Config::MAIN_SYNC_GPU_MIN_DISTANCE, m_settings.m_SyncGpuMinDistance);
layer->Set(Config::MAIN_SYNC_GPU_OVERCLOCK, m_settings.m_SyncGpuOverclock);
layer->Set(Config::MAIN_JIT_FOLLOW_BRANCH, m_settings.m_JITFollowBranch);
layer->Set(Config::MAIN_FAST_DISC_SPEED, m_settings.m_FastDiscSpeed);
layer->Set(Config::MAIN_MMU, m_settings.m_MMU);
layer->Set(Config::MAIN_FASTMEM, m_settings.m_Fastmem);
layer->Set(Config::MAIN_SKIP_IPL, m_settings.m_SkipIPL);
layer->Set(Config::MAIN_LOAD_IPL_DUMP, m_settings.m_LoadIPLDump);
if (m_settings.m_StrictSettingsSync)
{
layer->Set(Config::GFX_HACK_VERTEX_ROUDING, m_settings.m_VertexRounding);
layer->Set(Config::GFX_EFB_SCALE, m_settings.m_InternalResolution);
layer->Set(Config::GFX_HACK_COPY_EFB_SCALED, m_settings.m_EFBScaledCopy);
layer->Set(Config::GFX_FAST_DEPTH_CALC, m_settings.m_FastDepthCalc);
layer->Set(Config::GFX_ENABLE_PIXEL_LIGHTING, m_settings.m_EnablePixelLighting);
layer->Set(Config::GFX_WIDESCREEN_HACK, m_settings.m_WidescreenHack);
layer->Set(Config::GFX_ENHANCE_FORCE_FILTERING, m_settings.m_ForceFiltering);
layer->Set(Config::GFX_ENHANCE_MAX_ANISOTROPY, m_settings.m_MaxAnisotropy);
layer->Set(Config::GFX_ENHANCE_FORCE_TRUE_COLOR, m_settings.m_ForceTrueColor);
layer->Set(Config::GFX_ENHANCE_DISABLE_COPY_FILTER, m_settings.m_DisableCopyFilter);
layer->Set(Config::GFX_DISABLE_FOG, m_settings.m_DisableFog);
layer->Set(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION,
m_settings.m_ArbitraryMipmapDetection);
layer->Set(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD,
m_settings.m_ArbitraryMipmapDetectionThreshold);
layer->Set(Config::GFX_ENABLE_GPU_TEXTURE_DECODING, m_settings.m_EnableGPUTextureDecoding);
// Disable AA as it isn't deterministic across GPUs
layer->Set(Config::GFX_MSAA, 1);
layer->Set(Config::GFX_SSAA, false);
}
if (m_settings.m_SyncSaveData)
{
if (!m_settings.m_IsHosting)
{
const std::string path = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY DIR_SEP;
layer->Set(Config::MAIN_GCI_FOLDER_A_PATH_OVERRIDE, path + "Card A");
layer->Set(Config::MAIN_GCI_FOLDER_B_PATH_OVERRIDE, path + "Card B");
const std::string file = File::GetUserPath(D_GCUSER_IDX) + GC_MEMCARD_NETPLAY + "%c." +
m_settings.m_SaveDataRegion + ".raw";
layer->Set(Config::MAIN_MEMCARD_A_PATH, StringFromFormat(file.c_str(), 'A'));
layer->Set(Config::MAIN_MEMCARD_B_PATH, StringFromFormat(file.c_str(), 'B'));
}
layer->Set(Config::MAIN_GCI_FOLDER_CURRENT_GAME_ONLY, true);
}
}
void Save(Config::Layer* layer) override
{
// Do Nothing
}
private:
const NetPlay::NetSettings m_settings;
};
// Loader generation
std::unique_ptr<Config::ConfigLayerLoader>
GenerateNetPlayConfigLoader(const NetPlay::NetSettings& settings)
{
return std::make_unique<NetPlayConfigLayerLoader>(settings);
}
} // namespace ConfigLoaders