src/gba/sio/lockstep.c (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "lockstep.h"
7
8#include "gba/gba.h"
9#include "gba/io.h"
10
11#define LOCKSTEP_INCREMENT 2048
12
13static bool GBASIOLockstepNodeInit(struct GBASIODriver* driver);
14static void GBASIOLockstepNodeDeinit(struct GBASIODriver* driver);
15static bool GBASIOLockstepNodeLoad(struct GBASIODriver* driver);
16static bool GBASIOLockstepNodeUnload(struct GBASIODriver* driver);
17static uint16_t GBASIOLockstepNodeWriteRegister(struct GBASIODriver* driver, uint32_t address, uint16_t value);
18static int32_t GBASIOLockstepNodeProcessEvents(struct GBASIODriver* driver, int32_t cycles);
19
20void GBASIOLockstepInit(struct GBASIOLockstep* lockstep) {
21 lockstep->players[0] = 0;
22 lockstep->players[1] = 0;
23 lockstep->players[2] = 0;
24 lockstep->players[3] = 0;
25 lockstep->multiRecv[0] = 0xFFFF;
26 lockstep->multiRecv[1] = 0xFFFF;
27 lockstep->multiRecv[2] = 0xFFFF;
28 lockstep->multiRecv[3] = 0xFFFF;
29 lockstep->attached = 0;
30 lockstep->loaded = 0;
31 lockstep->transferActive = false;
32 lockstep->waiting = 0;
33 lockstep->nextEvent = LOCKSTEP_INCREMENT;
34 ConditionInit(&lockstep->barrier);
35 MutexInit(&lockstep->mutex);
36}
37
38void GBASIOLockstepDeinit(struct GBASIOLockstep* lockstep) {
39 ConditionDeinit(&lockstep->barrier);
40 MutexDeinit(&lockstep->mutex);
41}
42
43void GBASIOLockstepNodeCreate(struct GBASIOLockstepNode* node) {
44 node->d.init = GBASIOLockstepNodeInit;
45 node->d.deinit = GBASIOLockstepNodeDeinit;
46 node->d.load = GBASIOLockstepNodeLoad;
47 node->d.unload = GBASIOLockstepNodeUnload;
48 node->d.writeRegister = GBASIOLockstepNodeWriteRegister;
49 node->d.processEvents = GBASIOLockstepNodeProcessEvents;
50}
51
52bool GBASIOLockstepAttachNode(struct GBASIOLockstep* lockstep, struct GBASIOLockstepNode* node) {
53 if (lockstep->attached == MAX_GBAS) {
54 return false;
55 }
56 lockstep->players[lockstep->attached] = node;
57 node->p = lockstep;
58 node->id = lockstep->attached;
59 ++lockstep->attached;
60 return true;
61}
62
63void GBASIOLockstepDetachNode(struct GBASIOLockstep* lockstep, struct GBASIOLockstepNode* node) {
64 if (lockstep->attached == 0) {
65 return;
66 }
67 int i;
68 for (i = 0; i < lockstep->attached; ++i) {
69 if (lockstep->players[i] != node) {
70 continue;
71 }
72 for (++i; i < lockstep->attached; ++i) {
73 lockstep->players[i - 1] = lockstep->players[i];
74 lockstep->players[i - 1]->id = i - 1;
75 }
76 --lockstep->attached;
77 break;
78 }
79}
80
81bool GBASIOLockstepNodeInit(struct GBASIODriver* driver) {
82 struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
83 node->nextEvent = LOCKSTEP_INCREMENT;
84 node->d.p->multiplayerControl.slave = node->id > 0;
85 return true;
86}
87
88void GBASIOLockstepNodeDeinit(struct GBASIODriver* driver) {
89 UNUSED(driver);
90}
91
92bool GBASIOLockstepNodeLoad(struct GBASIODriver* driver) {
93 struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
94 node->state = LOCKSTEP_IDLE;
95 MutexLock(&node->p->mutex);
96 ++node->p->loaded;
97 node->d.p->rcnt |= 3;
98 if (node->id) {
99 node->d.p->rcnt |= 4;
100 node->d.p->multiplayerControl.slave = 1;
101 }
102 MutexUnlock(&node->p->mutex);
103 return true;
104}
105
106bool GBASIOLockstepNodeUnload(struct GBASIODriver* driver) {
107 struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
108 MutexLock(&node->p->mutex);
109 --node->p->loaded;
110 ConditionWake(&node->p->barrier);
111 MutexUnlock(&node->p->mutex);
112 return true;
113}
114
115static uint16_t GBASIOLockstepNodeWriteRegister(struct GBASIODriver* driver, uint32_t address, uint16_t value) {
116 struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
117 if (address == REG_SIOCNT) {
118 if (value & 0x0080) {
119 value &= ~0x0080;
120 if (!node->id) {
121 MutexLock(&node->p->mutex);
122 node->p->transferActive = true;
123 node->p->transferCycles = GBASIOCyclesPerTransfer[node->d.p->multiplayerControl.baud][node->p->attached - 1];
124 MutexUnlock(&node->p->mutex);
125 }
126 }
127 value &= 0xFF03;
128 value |= driver->p->siocnt & 0x007C;
129 }
130 return value;
131}
132
133static int32_t GBASIOLockstepNodeProcessEvents(struct GBASIODriver* driver, int32_t cycles) {
134 struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
135 node->nextEvent -= cycles;
136 while (node->nextEvent <= 0) {
137 MutexLock(&node->p->mutex);
138 ++node->p->waiting;
139 if (node->p->waiting < node->p->loaded) {
140 ConditionWait(&node->p->barrier, &node->p->mutex);
141 } else {
142 if (node->p->transferActive) {
143 node->p->transferCycles -= node->p->nextEvent;
144 if (node->p->transferCycles > 0) {
145 if (node->p->transferCycles < LOCKSTEP_INCREMENT) {
146 node->p->nextEvent = node->p->transferCycles;
147 }
148 } else {
149 node->p->nextEvent = LOCKSTEP_INCREMENT;
150 node->p->transferActive = false;
151 int i;
152 for (i = 0; i < node->p->attached; ++i) {
153 node->p->multiRecv[i] = node->p->players[i]->multiSend;
154 node->p->players[i]->state = LOCKSTEP_FINISHED;
155 }
156 for (; i < MAX_GBAS; ++i) {
157 node->p->multiRecv[i] = 0xFFFF;
158 }
159 }
160 }
161 node->p->waiting = 0;
162 ConditionWake(&node->p->barrier);
163 }
164 if (node->state == LOCKSTEP_FINISHED) {
165 node->d.p->p->memory.io[REG_SIOMULTI0 >> 1] = node->p->multiRecv[0];
166 node->d.p->p->memory.io[REG_SIOMULTI1 >> 1] = node->p->multiRecv[1];
167 node->d.p->p->memory.io[REG_SIOMULTI2 >> 1] = node->p->multiRecv[2];
168 node->d.p->p->memory.io[REG_SIOMULTI3 >> 1] = node->p->multiRecv[3];
169 node->d.p->rcnt |= 1;
170 node->state = LOCKSTEP_IDLE;
171 if (node->d.p->multiplayerControl.irq) {
172 GBARaiseIRQ(node->d.p->p, IRQ_SIO);
173 }
174 node->d.p->multiplayerControl.id = node->id;
175 node->d.p->multiplayerControl.busy = 0;
176 } else if (node->state == LOCKSTEP_IDLE && node->p->transferActive) {
177 node->state = LOCKSTEP_STARTED;
178 node->d.p->p->memory.io[REG_SIOMULTI0 >> 1] = 0xFFFF;
179 node->d.p->p->memory.io[REG_SIOMULTI1 >> 1] = 0xFFFF;
180 node->d.p->p->memory.io[REG_SIOMULTI2 >> 1] = 0xFFFF;
181 node->d.p->p->memory.io[REG_SIOMULTI3 >> 1] = 0xFFFF;
182 node->d.p->rcnt &= ~1;
183 node->multiSend = node->d.p->p->memory.io[REG_SIOMLT_SEND >> 1];
184 if (node->id) {
185 node->d.p->multiplayerControl.busy = 1;
186 }
187 }
188 node->d.p->multiplayerControl.ready = node->p->loaded == node->p->attached;
189 node->nextEvent += node->p->nextEvent;
190 MutexUnlock(&node->p->mutex);
191 }
192 return node->nextEvent;
193}