Files
psxrecomp/docs/NETPLAY.md
T
Alex Vanderveen 0f1fd021a8 patch lobby chat
2026-09-06 03:31:56 -04:00

272 lines
12 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Netplay with recomp-net (psxrecomp)
This is the **feature overview** for rollback-capable multiplayer in PSX
title projects that opt into `-DPSX_NETPLAY=ON` and ship `lib/recomp-net`
(plus lobby client). It describes what we are introducing for players and
title developers — not the internal soak checklist.
Deeper / implementation docs:
| Doc | Role |
|-----|------|
| [`NETPLAY_TOPOLOGY.md`](NETPLAY_TOPOLOGY.md) | Locked online vs LAN topology |
| [`ROLLBACK_MOTK_HOOKUP.md`](ROLLBACK_MOTK_HOOKUP.md) | MotK rollback integration notes |
| [`config_schema.md`](config_schema.md) `[netplay]` | Disc gate fields (`require_cue`, tracks, fingerprint) |
| [`lib/recomp-net/README.md`](../lib/recomp-net/README.md) | Transport / session library |
| Lobby server `WS_LOBBY.md` (recomp-net-server) | WebSocket lobby + SFU policy |
Opt-in at configure time: see [`GAME_PROJECT_SETUP.md`](GAME_PROJECT_SETUP.md)
(`PSX_NETPLAY`, `ENABLE_NETPLAY_IF_PRESENT`). The launcher NETPLAY button only
appears when the host advertises `GameInfo.netplay_supported`.
---
## Rollback netcode
Default match mode for opted-in titles is **rollback** (GGPO-style tip
prediction + resimulation), with **delay-sync** still available as an opt-out
(“Disable Rollback” in lobby settings, or `PSX_NET_MODE=delay`).
- Peers exchange pad tips over the session; missing remote input is
predicted for a short horizon, then corrected by resim when the real tip
arrives.
- Input delay (D) and prediction depth (P) can be auto-derived from RTT or
set manually in the lobby.
- Savestate / snapshot rings and AV digests keep peers aligned; FMV / media
paths use lockstep-friendly rules so digests stay meaningful.
Rollback is the product default for titles that ship it (e.g. MotK). Delay-sync
remains useful for debugging and for hosts that prefer fixed lag.
---
## Seats vs session slots
Lobby chat is masked for profanity and slurs on every path: the server
filters relayed lines, and every client runs recomp-net's
`rnet_chat_filter_apply` on each line it puts in its ring -- so LAN rooms
(host-relayed `MOTK5 CHAT`) are filtered without a server. The list is
`lib/recomp-net/data/chat_filter_words.txt`; `RNET_CHAT_FILTER=0` disables
the client pass.
The lobby browser also carries a per-game server chat (server op
`server_chat`, relayed to every client listed for the same title) and lists
only the players online for this title; both are online-only, since a LAN
room has no server. The same emoji and profanity handling applies.
Players can move themselves in the lobby and ask to swap seats (online via
the server's `seat_move` / `seat_swap_request` / `seat_swap_answer`; on LAN
via `MOTK5 SEATMOVE` / `SWAPASK` / `SWAPANS` / `SWAPRES` relayed by the host),
so the lobby host can hold any seat. The session is planned at launch
(`ae_np_plan_session_slots`): the host is always **session slot 0** — the
seat every host-only path keys on — and the other players follow in lobby-seat
order; each session slot drives the controller port of its lobby seat
(`PsxNetplayConfig.port_of_slot`), so the game sees a player where the lobby
seated them. Session slots are therefore compact (no holes) even when the
lobby is sparse; the sparse ports are what the game sees.
## Host in the spectator table
Online rooms let the host watch from the gallery and still run the match. The
host keeps session slot 0 — the seat every host-only path keys on (save
states, card sync, the start barrier, overlay host controls) — but its pad is
muted (`psx_netplay_stage_local` substitutes "no controller") and slot 0 maps
to no controller port; player seats sit at lobby seat + 1 and drive port
slot − 1. The server publishes `host_spectates` with the launch and sizes the
input relay for the extra forwarded slot; every peer derives its session slot
from that one flag. The session can therefore hold `PSX_MAX_PLAYERS + 1`
slots. LAN rooms have no gallery, so this is online-only.
Env for command-line sessions: `PSX_NET_HOST_SPECTATES=1` on every peer.
## Bring your own memory card (seat 2)
By default a match runs on the **host's** memory-card choices: at launch the
host hashes / sends both of its cards to every guest (the `SRAM` state op), and
guests play from a sandbox copy so their own cards are never written.
Some games need each player's *own* card in the machine — Yu-Gi-Oh! Forbidden
Memories duels load each duelist's deck from a separate card. For that, seat 2
(P2) can **bring its card**:
- In the lobby a memory-card glyph sits beside P2's name. P2 clicks it to
offer its **local slot-1** card; the host can click it to disallow / allow
guest cards. It lights up only when both agree, and every peer sees the same
state. Default is off (host cards only).
- At launch, before the host's card broadcast, P2 uploads that card to the host
over the session (`MEMCARD` state op, the one guest→host transfer). The host
installs it as the match's **slot-2** card and the normal broadcast then
carries it to everyone, P2 included.
- The host's real slot-2 card is neither read by the match nor written: the
host rebinds slot 2 to `<memcard_dir>/netplay/guest_card2.mcd` for the
session and restores its own file on shutdown. P2's real cards stay untouched
too (guests already sandbox both slots); what the match writes to slot 2
lands in P2's sandbox copy, not in P2's personal card.
- The value is **settled once by the host at start** and delivered with the
launch caps (`guest_memcard_active`, or the trailing `MOTK1 START` line on
LAN), so a toggle racing the start cannot leave peers disagreeing about
whether a card is coming.
The room page also carries a lobby chat. Online it is the server's `chat` op,
echoed to everyone seated; on LAN the host relays it (`MOTK5 CHATREQ` from a
guest, `MOTK5 CHAT` to everyone). Join, leave and kick are announced as system
lines the same way (empty sender fields on the wire mark them as system).
Env override for command-line sessions: `PSX_NET_GUEST_MEMCARD=1` on **every**
peer (a host that expects a card from a seat that never sends one waits at the
`mc_guest_wait` barrier — the stall phase names it).
---
## Hybrid graphics (determinism + present quality)
Netplay must keep **guest simulation identical** across peers. Present quality
is separate.
When **OpenGL** is selected and netplay is active, psxrecomp can run a
**dual-raster** path:
| Layer | Scale | Role |
|-------|-------|------|
| Software rasterizer | **1×** (headless authority) | Deterministic VRAM / digests / rollback snaps |
| OpenGL | Player supersampling (e.g. 2×–4×) | Window present quality only |
Cost: extra CPU for the 1× SW pass. Benefit: peers can use different GL
settings without desyncing the sim. SW-only netplay forces scale 1 for the
whole path. Offline play keeps full supersampling with no dual-raster tax.
---
## Connectivity: ICE, TURN, SFU, LAN
### Online lobbies (WebSocket + SFU)
Online matches go through the lobby at **netplay.retcomm.net**
(WebSocket control plane). Match **UDP pad traffic** for online rooms uses an
**SFU star** (selective forwarding unit on the lobby server): every peer sends
to the SFU; the SFU fans out to other seats. Peers do **not** mesh each other
for game data online.
Current lobby policy prefers **always SFU** for online starts so CGNAT /
asymmetric NAT does not strand players on failed ICE attempts.
### ICE + TURN
**ICE** (with **TURN** relay via the project’s coturn on
`netplay.retcomm.net`) remains part of the stack for discovery,
signaling, and fallbacks. With `PSX_NETPLAY=ON`, `runtime.cmake` defaults
`RNET_ENABLE_ICE=ON` (libjuice) before adding `recomp-net`. Pass
`-DRNET_ENABLE_ICE=OFF` only for LAN-only / no-FetchContent builds.
libjuice is pulled as a **pinned URL tarball** (not `git clone`) so RetComM
AppImage / mismatched-libcurl hosts can still configure; offline builds can
vendor `lib/recomp-net/third_party/libjuice` or set `-DRNET_LIBJUICE_ROOT`.
“Force TURN” in the UI can raise delay floors for relay-heavy paths; it
does not replace the SFU online architecture above.
### LAN / Direct IP (P2P star)
Without a lobby start (LAN or Direct IP):
- **2 players:** peer-to-peer UDP.
- **3+ players:** **host-as-relay** local star — the session host fans out
tips to other seats (same star shape as online SFU, but the game host is
the hub).
Sim authority: pad **slot 0** is the session host (`START`, state transfer).
Guests rearrange among seats **1..N−1**.
---
## Multitap + seat ceiling
| Item | Value |
|------|--------|
| Library / lobby / UI ceiling | **8** seats (`RNET_MAX_SLOTS`, dual SCPH-1070) |
| Per-title cap | `game.toml` `players` / `PSX_MAX_PLAYERS` (e.g. MotK=2, Bomberman Party=5) |
**Offline:** recomp-ui exposes Multitap under Settings → INPUT on PSX titles
with `num_players >= 3`. Off hides seats beyond the two native controller
ports and caps `g_offline_pad_count` at 2 (`settings.toml` `[controller]
multitap`, default on). Multitap still arms at game-start when three or more
offline seats are live (`multitap_port` from `game.toml`).
**Multitap analog (hack):** tap seats are plain digital by default. Opt in
with `game.toml` / `settings.toml` `[controller] multitap_analog = true`
(or Settings → INPUT / Lobby Settings). When on, tap seats may report
DualShock (`0x73` + sticks) in multitap bulk status. Hosts publish
`match_caps.multitap_analog` so every peer applies the same setting at
launch. Not reliable across titles — leave off unless the game needs it.
**Netplay (psxrecomp only):** lobbies with more than **2** seats always
force SCPH-1070 multitap on (`force_session_pads_connected` /
session start when `slot_count >= 3`). The offline Multitap toggle does
not opt out of that. Empty tap seats are fine — not every slot needs a
device.
Rollback and delay-sync both carry multitap pad bytes.
**BIOS settle:** each peer advertises a BIOS offer (can run OpenBIOS /
SCPH-1001, and whether OpenBIOS is selected) — online on ready, LAN on JOIN.
At Start the host freezes one session BIOS (`openbios` or `scph1001`) via
`match_caps.session_bios` (online) or the `MOTK1 START` line (LAN). The session
uses OpenBIOS unless every seated peer can run SCPH-1001 and nobody selected
OpenBIOS. Peers that cannot apply a settled SCPH-1001 abort instead of falling
back. That choice boots the match only — it does not change each peer’s saved
BIOS preference. See `docs/BIOS_SELECTION.md` (Netplay lobby settle).
---
## Disc identity for multi-track titles
Netplay is **dump-strict** for titles that declare it. Peers must run the
**same playable image geometry**, not “any USA ISO.”
Typical `[netplay]` in `game.toml` (MotK example):
```toml
[netplay]
require_cue = true
required_tracks = 17
# optional: required_disc_fp = "…" # TOC fingerprint
```
| Rule | Why |
|------|-----|
| Prefer / require **`.cue` + sibling `.bin` track files** | Multi-track Redump layout (data + XA/audio) |
| Exact **track count** when `required_tracks > 0` | Track-01-only dumps desync CDDA/XA vs full cues |
| Reject bare incomplete mounts when `require_cue` | Cue→bin fallback cannot invent missing tracks |
| Optional **TOC fingerprint** (`required_disc_fp`) | Same track count still wrong dump |
Generate & rebuild / prepare flows should point at the **`.cue`**, not a lone
`.bin`. See [`config_schema.md`](config_schema.md) and the release checklist in
[`GAME_PROJECT_SETUP.md`](GAME_PROJECT_SETUP.md).
---
## Related product pieces
- **Lobby UI** (recomp-ui): host/join, room settings, rollback toggles, FORCE
TURN, player names — only when `PSX_NETPLAY` is on and the title advertises
netplay.
- **VERSION / lobby match pin:** peers should run the same release pin so
generated code and protocol stay compatible.
- **Mods:** disabled for all netplay sessions (lobby / LAN / direct / rematch).
Launcher `commit_netplay` and the runtime clear the in-session plan without
touching the user's offline mod selection. Synced mod plans are deferred.
---
## Enabling for a new title
1. Vendor or submodule `recomp-net` under `psxrecomp/lib/recomp-net` (or set
`RECOMP_NET_ROOT`).
2. Before `include(runtime.cmake)`: `set(PSX_NETPLAY ON CACHE BOOL … FORCE)`.
3. `psxrecomp_add_game_runtime(… ENABLE_NETPLAY_IF_PRESENT …)` with
`MAX_PLAYERS` / `game.toml` `players` set correctly.
ICE (libjuice) defaults ON with `PSX_NETPLAY`; override with
`-DRNET_ENABLE_ICE=OFF` if needed.
4. Fill `[netplay]` disc gates for multi-track games.
5. Test LAN 2P, then online lobby; soak rollback + FMV if the title uses media.
This document will grow as N-way rollback confirmation, SFU soak on 5P titles,
and further ICE/SFU policy land.