* Remove jQuery
* Remove browser (vendor) prefixes for some CSS properties
* Use simple device orientation test
* Realign D-pad pointers
* Make GameBoy text unselectable
* Cleanup console.log
* Keep 90% size on mobile browsers due to gh-ribbon overlap
* Remove legacy `unselectable="on"` attributes
* Align UI buttons
* Remove not used UI elements
* Change Options button
* Don't show player change message when not in a game
* Add click/touch handler for circle-pad
Negate exact matches with multiple video codecs when a negotiated list of codecs will be stripped of partially matched ones.
As an example, if we want to use the h264 codec along with vp8 then in some browsers we'll have the exact match on vp8 and some partial matches on h264 (different browsers have different SDP Fmtp) which leads to the forced use of vp8 when the app is streaming h264.
As a workaround, we should add only one codec (vp8 or h264) into the list.
It is possible that the official Golang Docker image used in the build stage may produce an executable file dynamically linked with some old libs that may not be present in the target OS image therefore use of identical Docker images is the better option.
Since Pion's webrtc v3.0.13 and this fix if both peers have some fmtp set then codecs should match exactly. By default Pion defines a list of supported codecs with fmtp set but different browsers set their own fmtp values by default as well therefore they may not match.
To fix this we can define our own list of codecs on the server with empty fmtp so it will match any client codecs.
See: e5c8c659ca/rtpcodec.go (L99)
Add new YUV converter with 2x2 pixel matrix YUV color estimation.
The new YUV color converter, as opposed to the original one, uses more precise color calculations based on four neighboring pixels' average color values which helps a great deal with image aliasing / shimmering artifacts.
By default, it runs in the multithreaded mode with the game frames sliced between 2*(CPU cores) goroutines.
In case if this estimation mode doesn't work as expected it is possible to switch back to the original mode.
The default encoder is switched to x264 since it's faster now.
* Add experimental core's SRAM save/load
* Clean room.go
* Update Save RAM states
* Update dependencies
* Extract emulator states into a separate module
* Google Cloud saves don't support save RAM persistence, but save state (.dat) files only.
* Add emulator storage path into the configuration file
* Verify offline storage path
Since Go version 1.15 ASLR security mode is enabled by default for Windows builds. In order to make it work without random NPE crashes in the cores (as example in PSX games during load), you have to (re)compile every core with ASLR support or just disable this mode.
See: https://github.com/golang/go/issues/35192
* Refactor OPUS encoder for quality and speed.
Use OPUS low delay mode (https://www.opus-codec.org/docs/opus_api-1.1.3/group__opus__ctlvalues.html#ga592232fb39db60c1369989c5c5d19a07)
* Slightly tweak linear resample function and disable it on 48kHz input
* Rewrite OPUS encoder as a struct with some internal buffer
* Use OPUS 192Kbps preset by default
* Add encoder callback function on a full buffer
* Reuse OPUS output buffer
* Add write limiter for samples
* Add port and IP config and env params for bridged Docker network in Windows, macOS
- CLOUD_GAME_WEBRTC_ICEIPMAP -- replaces IP of any ICE candidates on the server
- CLOUD_GAME_WEBRTC_ICEPORTS_MIN/MAX -- limits WebRTC random port range on the server
(experimental feature)
Before a worker can start, it should have a configuration file. In case if such a file is not found it may request configuration from the coordinator to which it connected.
Added example logic if a worker is needed to be blocked until a successful packet exchange with a coordinator is being made.
* Add error return for config loader
* Add config loaded flag to worker
* Add zone flag
* Add a custom mutex lock with timout
* Refactor worker runtime
* Refactor internal api
* Extract monitoring server config
* Extract worker HTTP(S) server
* Add generic sub-server interface
* Add internal coordinator API
* Add internal routes and handlers to worker
* Add internal worker API
* Refactor worker run
* Migrate serverId call to new API
* Add packet handler to cws
* Extract handlers for internal worker routes in coordinator
* Pass worker to the worker internal heandlers
* Cleanup worker handlers in coordinator
* Add closeRoom packet handler to the API
* Add GetRoom packet handler to the API
* Add RegisterRoom packet handler to the API
* Add IceCandidate packet handler to the API (internal and browser)
* Add Heartbeat packet handler to the API (internal and browser)
* Rename worker routes init function
* Extract worker/coordinator internal ws handlers
* Update timed locker
* Allow sequential timed locks
* Add config request from workers
* Add nil check for the route registration functions