psx_mod_render_local_view() runs a title's draw code in the render-pass
sandbox on a forward netplay frame and keeps the drawn display rect in the
OpenGL presenter's surface only. The authoritative CPU VRAM, guest RAM,
rollback snapshots and digests keep the canonical frame; the presenter shows
this peer's own image. A committed image cancels any local-view crop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A title whose netplay mode draws every seat's view into one frame (so all
peers keep identical guest state) can now ask the present path to show only
this peer's rectangle of the display: psx_netplay_present_local_view(x, y,
w, h), usually picked from psx_netplay_local_slot(). The GL dual-raster
present shows it from the internal-resolution surface, the software present
crops its staged frame, both at 4:3, and the headless present-image ring
records the same rectangle. The request is host-only (never serialized or
guest-visible), lapses PSX_NETPLAY_LOCAL_VIEW_HOLD ticks after its last
renewal so menus fall back to the full frame, survives rollback replays
without moving its stamp backwards, and is ignored offline. It wins over
[netplay] local_viewport.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- psx_netplay_seat_count() and psx_netplay_sim_pad(seat, out): the pad row
last published to SIO for each seat at the current simulation tick,
following delay-sync publication and rollback's sealed overrides, for a
game hook whose title reads more players than its SIO protocol exposes
(R4 Link Battle). Host-only cache, never serialized; republished on
every admitted or replayed tick.
- Load barrier: while a slower peer is still applying a save, neither
mode waits for confirmation from an already-frozen peer (rollback did
this already); after mutual ready, both modes resume on a confirmed
first tick instead of rollback inventing it, so peers cannot run
different inputs from the identical restored state.
From the R4 Link Battle branch; its headless input probe is dropped
because master already honours debug input on headless peers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Trusted game code can register entry hooks and consuming filters that run
only in a netplay session (psx_game_register_netplay_function_entry /
_filter). They live outside the mod package plan, which every online
match clears, so a title's netplay support survives it. Offline they are
inert unless PSX_GAME_FILTER_OFFLINE_PROBE=1. Reimplemented on master's
entry-filter path from the R4 Link Battle branch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mouse policy now folds onto the resolved pad (source included) instead of a discarded capture; no-policy path does no mouse polling.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Loss no longer returns 0 forever; EXITING tears down and stays disabled. begin() syncs actions so hands work without polling input. Timeout code no longer treated as writable.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Override skips guest-formula PGXP shadows; composition with fov_scale tested and documented.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pair is fresh only within 24 vblanks of its capture cycle; savestate/session reset already invalidate it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>