996 Commits

Author SHA1 Message Date
Cameron Gutman
a3e57feadd Update CI images 2024-05-25 18:31:09 -05:00
Cameron Gutman
eb21561541 Don't depend on outputDataLength to be initialized with mbedTLS
OpenSSL has no such requirement, so MbedTLS breakages snuck in.
2024-03-05 21:09:57 -06:00
Cameron Gutman
48d7f1ace1 Fix incorrect function definition 2024-02-25 15:52:04 -06:00
Cameron Gutman
ba1fc33672 Fix spurious asserts in the unencrypted audio path with Sunshine 2024-02-20 18:03:50 -06:00
Cameron Gutman
046c231b33 Update ENet submodule to use Wii U userbuffers 2024-02-18 13:41:31 -06:00
GaryOderNichts
3d99869c0c Implement support for userbuffers on Wii U
The Wii U socket implementation has limited memory available. To support larger receive buffers, application memory needs to be provided.
To make sockets use this user memory the `SO_RUSRBUF` option needs to be set on the socket.
2024-02-18 13:39:17 -06:00
Cameron Gutman
8af4562af6 Assert that active objects exist in deleters 2024-02-17 18:20:24 -06:00
Cameron Gutman
59f7f62b62 Fix thread detachment on Vita 2024-02-17 18:14:49 -06:00
Cameron Gutman
9686f6942f Consolidate PltCloseThread() and PltJoinThread() 2024-02-17 18:14:03 -06:00
GaryOderNichts
9545dd7603
Implement detached threads (#88)
The `AsyncTerm` thread is never joined but its handle is immediately closed. This works fine on Windows, but causes issues on other platforms where threads need to be explicitly detached if never joined (pthread, wiiu).

This adds a new `PltDetachThread` function, which can be used instead of `PltCloseThread` to explictly detach a thread, requiring it to no longer be closed.
2024-02-17 17:54:32 -06:00
Cameron Gutman
ec171fd7ca Don't use VersionHelpers.h on UWP 2024-02-03 17:20:13 -06:00
Cameron Gutman
cbd0ec1b25 Fix signed/unsigned mismatch warnings 2024-02-03 15:20:56 -06:00
Cameron Gutman
92abf6e11d Update ENet with ECN/L4S support for Windows too 2024-02-03 15:19:13 -06:00
Cameron Gutman
dc71a16bae Update ENet with ECN/L4S support 2024-02-03 15:14:47 -06:00
Cameron Gutman
7ab34e709a Improve encrypted RTSP message validation 2024-02-03 14:39:12 -06:00
Cameron Gutman
955f13a18d Implement RTSP encryption support 2024-02-02 22:55:53 -06:00
zoeyjodon
35f730fedd
Improve 3DS Reliability (#87)
- Simplifies thread priority setup
- Sets a max socket buffer size of 0x20000 for the 3DS
- Fixes a bug with polling timeouts taking longer than intended
- Removes 3DS global socket definition
2024-02-02 18:33:18 -06:00
Cameron Gutman
0f3fa30f62 Update ENet with 3DS fixes and iOS/macOS QoS tagging fix 2024-02-01 18:30:22 -06:00
Cameron Gutman
3acba578b1 Update ENet with QoS tagging fixes 2024-02-01 01:20:19 -06:00
Cameron Gutman
c0e3dc64a4 Add basic QoS attributes to our A/V sockets 2024-02-01 00:15:47 -06:00
Cameron Gutman
68153174bc Update ENet to improve connection robustness during transient network interruptions 2024-01-24 23:26:41 -06:00
Cameron Gutman
fb2b103e51 Fix propagation of errors from enet_host_service() in sendMessageEnet() 2024-01-24 22:41:03 -06:00
Cameron Gutman
e8113f0e66 Use the spare field in the encrypted video header as the frame number
This allows us to skip decrypting extra FEC shards after a frame was reassembled.
2024-01-24 18:36:37 -06:00
Cameron Gutman
a517f7cbca Fix -Wsign-compare warnings in debug build 2024-01-18 21:35:20 -06:00
zoey jodon
c104a97fa0 Add platform support for the 3DS
Prevent wildcard port binding on the 3DS
Add 3DS threading logic
Add 3DS socket logic
Bump the connection timeout to 60s for the 3DS
2024-01-18 18:30:20 -06:00
Cameron Gutman
2597b5e779 Use a 12-byte AES-GCM IV for the new encryption features 2024-01-18 18:29:47 -06:00
Elia Zammuto
7f99bebc72 UWP Changes (#85) 2024-01-15 16:36:28 -06:00
Cameron Gutman
298f356acb Adjust the requested packet size to account for the encryption header 2024-01-14 18:42:41 -06:00
Cameron Gutman
06f18be4bf Allow negotiation of audio encryption using new encryption flags 2024-01-14 14:10:45 -06:00
Cameron Gutman
b74b6e883c Add video encryption support 2024-01-14 14:04:52 -06:00
Cameron Gutman
6083a75d1b Ensure no IV collisions 2024-01-14 13:18:22 -06:00
Cameron Gutman
3430ee2c3a Add control stream encryption v2 support 2024-01-14 12:58:48 -06:00
Cameron Gutman
b6bbb4fb26 Add new RTSP encryption flags 2024-01-14 12:08:37 -06:00
Cameron Gutman
15b55a441b Add LiGetExtraLaunchArgs()
The string returned from this function should be appended to the end of the /resume and /launch query parameters.
2024-01-14 11:48:59 -06:00
Cameron Gutman
723cac034b Discard unencrypted packets on encrypted control stream 2024-01-14 11:41:01 -06:00
Cameron Gutman
6e9ed871bc Add support for X-SS-Connect-Data in RTSP SETUP for control stream
This allows the host to provide a 32-bit integer that will be sent
in the data of the ENet connect event, similar to X-SS-Ping-Payload
for video and audio.

The host can use this data to uniquely identify a client when IP
addresses are not stable across the various separate connections,
such as when the client is behind a Carrier-Grade NAT.
2023-12-28 16:56:06 -06:00
Cameron Gutman
50d8dcb072 Update ENet submodule with Apple dual stack socket fix 2023-12-28 16:10:55 -06:00
Cameron Gutman
3aae4cdc59 Improve ENet socket error propagation for better debuggability 2023-12-22 13:45:50 -06:00
Cameron Gutman
3ed3ba6253 Remove separate codec, HDR, and remote bitrate adjustments
We currently scale bitrate based on both remote vs local, SDR vs HDR, and H.264 vs
HEVC vs AV1. This has led to a lot of user confusion wondering why the bitrate
doesn't seem to match their selection in some configurations.

In H.264 local streams, we will currently overshoot the selected bitrate by about
20% due to FEC, while remote streams will be right around the selected bitrate due
to remote-specific FEC bitrate adjustments.

HEVC and AV1 streams (as configured by most clients) basically behave similarly
between local and remote, since the codec bitrate adjustment factor of 75% is nearly
the same as the FEC bitrate adjustment factor of 80%. However, this adjustment was
only performed for SDR streams so local HDR streams would overshoot like H.264.

This change cleans up all this mess by using a single non-codec-specific video
bitrate adjustment for FEC in all cases. It also allows Sunshine to perform the FEC
adjustment on its end if the default FEC value of 20% has been overridden by the
user or if we implement dynamic FEC support in the future.

The net result is HEVC and AV1 SDR streams will only see a tiny bitrate increase,
but HDR and H.264 may see noticable 20% bitrate reductions that may require the
user to adjust their bitrate setting to reach the effective value they got before.
However, the new behavior should be more intuitive for users going forward since
changing codecs, using a VPN, or enabling HDR won't cause significant changes to the
video bitrate.
2023-12-03 20:09:34 -06:00
Cameron Gutman
5de4a5b85a Bind the control stream socket to the local address used for other UDP traffic 2023-10-26 01:27:31 -05:00
Cameron Gutman
bbf15af837 Revert "Use connected datagram sockets for audio and video"
This causes problems on multi-homed GFE and Sunshine (prior to v0.21) hosts
because audio and video data can be sent back from an address different than
the one we used as our original destination address.

This reverts commit c13f4a323fc5d25bf9e1d18ac8166d6b5fad22b8.
2023-10-26 01:15:27 -05:00
Cameron Gutman
05c3f9c754 Bind our UDP sockets to the same local address used by RTSP handshake
This means we can ensure a consistent local address for our outgoing PING
traffic to keep the UDP flows alive without having to call connect() which breaks
with multi-homed hosts on GFE and Sunshine v0.20 and earlier.
2023-10-26 01:09:26 -05:00
Cameron Gutman
c86f49ee7f Remove batch delay for gamepad motion events
The batch delay will basically always trigger for motion reports that contain both accel and gyro
data (like PS4/PS5 controllers) because we will report accel and gyro data within 1 ms every time.
This gets even worse when multiple controllers are connected and reporting motion data.

There shouldn't be any real need to batch these because they're unreliable sequenced packets,
so we can just remove the delay.
2023-10-16 22:08:02 -05:00
Cameron Gutman
c9e5660b8c Track the last sent controller packet by controller index
This avoids stacking batch delay when multiple controller are connected
2023-10-16 22:02:55 -05:00
Cameron Gutman
615b5e2bba Rewrite input batching for mouse and gamepad sensors
The old method was too inflexible (depending on consecutive events to batch) that it couldn't
really handle stressful cases like high polling rate mice combined with multiple gamepads
reporting motion sensor events.
2023-10-16 21:43:05 -05:00
Cameron Gutman
8d30079033 Prevent flooding the queue with motion events 2023-10-16 18:05:42 -05:00
Cameron Gutman
47fa51034a Revert change to send mouse position and gamepad events as unreliable
This can lead to poor behavior on lossy networks
2023-10-16 18:02:57 -05:00
Cameron Gutman
f78f2135fa Don't strictly enforce picture data following the first PPS in debug mode 2023-10-13 23:23:27 -05:00
Cameron Gutman
5e844aad08 Fix UBSan warning for signed integer overflow 2023-10-11 20:09:48 -05:00
Cameron Gutman
620b4be477 Add separate LC_ASSERT_VT() for asserts that only apply for valid traffic 2023-10-11 20:01:39 -05:00