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use parking_lot::Mutex;
use std::sync::Arc;
use crate::error::GGRSError;
use crate::frame_info::{GameInput, GameState};
use crate::input_queue::InputQueue;
use crate::network::udp_msg::ConnectionStatus;
use crate::{Frame, GGRSRequest, PlayerHandle, NULL_FRAME};
#[derive(Debug)]
pub struct GameStateCell(Arc<Mutex<GameState>>);
impl GameStateCell {
pub fn save(&self, new_state: GameState) {
let mut state = self.0.lock();
assert!(new_state.frame != NULL_FRAME);
state.frame = new_state.frame;
state.checksum = new_state.checksum;
state.buffer = new_state.buffer;
}
pub fn load(&self) -> GameState {
let state = self.0.lock();
state.clone()
}
}
impl Default for GameStateCell {
fn default() -> Self {
Self(Arc::new(Mutex::new(GameState::default())))
}
}
impl Clone for GameStateCell {
fn clone(&self) -> Self {
Self(self.0.clone())
}
}
#[derive(Debug, Clone)]
pub(crate) struct SavedStates {
pub states: Vec<GameStateCell>,
}
impl SavedStates {
fn new(max_pred: usize) -> Self {
let mut states = Vec::with_capacity(max_pred + 2);
for _ in 0..max_pred {
states.push(GameStateCell::default());
}
Self { states }
}
fn get_cell(&self, frame: Frame) -> GameStateCell {
assert!(frame >= 0);
let pos = frame as usize % self.states.len();
self.states[pos].clone()
}
}
#[derive(Debug)]
pub(crate) struct SyncLayer {
num_players: u32,
input_size: usize,
max_prediction: usize,
saved_states: SavedStates,
last_confirmed_frame: Frame,
last_saved_frame: Frame,
current_frame: Frame,
input_queues: Vec<InputQueue>,
}
impl SyncLayer {
pub(crate) fn new(num_players: u32, input_size: usize, max_prediction: usize) -> Self {
let mut input_queues = Vec::new();
for _ in 0..num_players {
input_queues.push(InputQueue::new(input_size));
}
Self {
num_players,
input_size,
max_prediction,
last_confirmed_frame: NULL_FRAME,
last_saved_frame: NULL_FRAME,
current_frame: 0,
saved_states: SavedStates::new(max_prediction),
input_queues,
}
}
pub(crate) const fn current_frame(&self) -> Frame {
self.current_frame
}
pub(crate) fn advance_frame(&mut self) {
self.current_frame += 1;
}
pub(crate) fn save_current_state(&mut self) -> GGRSRequest {
self.last_saved_frame = self.current_frame;
let cell = self.saved_states.get_cell(self.current_frame);
GGRSRequest::SaveGameState {
cell,
frame: self.current_frame,
}
}
pub(crate) fn set_frame_delay(&mut self, player_handle: PlayerHandle, delay: u32) {
assert!(player_handle < self.num_players as PlayerHandle);
self.input_queues[player_handle as usize].set_frame_delay(delay);
}
pub(crate) fn reset_prediction(&mut self) {
for i in 0..self.num_players {
self.input_queues[i as usize].reset_prediction();
}
}
pub(crate) fn load_frame(&mut self, frame_to_load: Frame) -> GGRSRequest {
assert!(
frame_to_load != NULL_FRAME
&& frame_to_load < self.current_frame
&& frame_to_load >= self.current_frame - self.max_prediction as i32
);
let cell = self.saved_states.get_cell(frame_to_load);
assert_eq!(cell.0.lock().frame, frame_to_load);
self.current_frame = frame_to_load;
GGRSRequest::LoadGameState {
cell,
frame: frame_to_load,
}
}
pub(crate) fn add_local_input(
&mut self,
player_handle: PlayerHandle,
input: GameInput,
) -> Result<Frame, GGRSError> {
let frames_ahead = self.current_frame - self.last_confirmed_frame;
if frames_ahead >= self.max_prediction as i32 {
return Err(GGRSError::PredictionThreshold);
}
assert_eq!(input.frame, self.current_frame);
Ok(self.input_queues[player_handle].add_input(input))
}
pub(crate) fn add_remote_input(&mut self, player_handle: PlayerHandle, input: GameInput) {
self.input_queues[player_handle].add_input(input);
}
pub(crate) fn synchronized_inputs(
&mut self,
connect_status: &[ConnectionStatus],
) -> Vec<GameInput> {
let mut inputs = Vec::new();
for (i, con_stat) in connect_status.iter().enumerate() {
if con_stat.disconnected && con_stat.last_frame < self.current_frame {
inputs.push(GameInput::blank_input(self.input_size));
} else {
inputs.push(self.input_queues[i].input(self.current_frame));
}
}
inputs
}
pub(crate) fn confirmed_inputs(
&self,
frame: Frame,
connect_status: &[ConnectionStatus],
) -> Vec<GameInput> {
let mut inputs = Vec::new();
for (i, con_stat) in connect_status.iter().enumerate() {
if con_stat.disconnected && con_stat.last_frame < frame {
inputs.push(GameInput::blank_input(self.input_size));
} else {
inputs.push(self.input_queues[i].confirmed_input(frame).clone());
}
}
inputs
}
pub(crate) fn set_last_confirmed_frame(&mut self, mut frame: Frame, sparse_saving: bool) {
let mut first_incorrect: Frame = NULL_FRAME;
for handle in 0..self.num_players as usize {
first_incorrect = std::cmp::max(
first_incorrect,
self.input_queues[handle].first_incorrect_frame(),
);
}
if sparse_saving {
frame = std::cmp::min(frame, self.last_saved_frame);
}
assert!(first_incorrect == NULL_FRAME || first_incorrect >= frame);
self.last_confirmed_frame = frame;
if self.last_confirmed_frame > 0 {
for i in 0..self.num_players {
self.input_queues[i as usize].discard_confirmed_frames(frame - 1);
}
}
}
pub(crate) fn check_simulation_consistency(&self, mut first_incorrect: Frame) -> Frame {
for handle in 0..self.num_players as usize {
let incorrect = self.input_queues[handle].first_incorrect_frame();
if incorrect != NULL_FRAME
&& (first_incorrect == NULL_FRAME || incorrect < first_incorrect)
{
first_incorrect = incorrect;
}
}
first_incorrect
}
pub(crate) fn saved_state_by_frame(&self, frame: Frame) -> Option<GameStateCell> {
let cell = self.saved_states.get_cell(frame);
if cell.0.lock().frame == frame {
Some(cell)
} else {
None
}
}
pub(crate) const fn last_saved_frame(&self) -> Frame {
self.last_saved_frame
}
}
#[cfg(test)]
mod sync_layer_tests {
use super::*;
#[test]
#[should_panic]
fn test_reach_prediction_threshold() {
let mut sync_layer = SyncLayer::new(2, std::mem::size_of::<u32>(), 8);
for i in 0..20 {
let serialized_input = bincode::serialize(&i).unwrap();
let game_input = GameInput::new(i, std::mem::size_of::<u32>(), serialized_input);
sync_layer.add_local_input(0, game_input).unwrap();
}
}
#[test]
fn test_different_delays() {
let mut sync_layer = SyncLayer::new(2, std::mem::size_of::<u32>(), 8);
let p1_delay = 2;
let p2_delay = 0;
sync_layer.set_frame_delay(0, p1_delay);
sync_layer.set_frame_delay(1, p2_delay);
let mut dummy_connect_status = Vec::new();
dummy_connect_status.push(ConnectionStatus::default());
dummy_connect_status.push(ConnectionStatus::default());
for i in 0..20 {
let serialized_input = bincode::serialize(&i).unwrap();
let game_input = GameInput::new(i, std::mem::size_of::<u32>(), serialized_input);
sync_layer.add_remote_input(0, game_input.clone());
sync_layer.add_remote_input(1, game_input);
dummy_connect_status[0].last_frame = i;
dummy_connect_status[1].last_frame = i;
if i >= 3 {
let sync_inputs = sync_layer.synchronized_inputs(&dummy_connect_status);
let player0_inputs: u32 = bincode::deserialize(&sync_inputs[0].buffer).unwrap();
let player1_inputs: u32 = bincode::deserialize(&sync_inputs[1].buffer).unwrap();
assert_eq!(player0_inputs, i as u32 - p1_delay);
assert_eq!(player1_inputs, i as u32 - p2_delay);
}
sync_layer.advance_frame();
}
}
}