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feat: Fully use protobuf, fix controller issues and cleanup (#305)
## Description ### First commit Restructured protobuf schemas to make them easier to use across languages, switched to using them in-place of JSON for signaling as well, so there's no 2 different message formats flying about. Few new message types to deal with clients and nestri-servers better (not final format, may see changes still). General cleanup of dead/unused code along some bug squashing and package updates. TODO for future commits: - [x] Fix additional controllers not doing inputs (possibly needs vimputti changes) - [x] ~~Restructure relay protocols code a bit, to reduce bloatiness of the currently single file for them, more code re-use.~~ - Gonna keep this PR somewhat manageable without poking more at relay.. - [x] ~~Try to fix issue where with multiple clients, static stream content causes video to freeze until there's some movement.~~ - Was caused by server tuned profile being `throughput-performance`, causing CPU latency to be too high. - [x] Ponder the orb ### Second + third commit Redid the controller polling handling and fixed multi-controller handling in vimputti and nestri code sides. Remove some dead relay code as well to clean up the protocol source file, we'll revisit the meshing functionality later. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit * **New Features** * Added software rendering option and MangoHud runtime config; controller sessions now support reconnection and batched state updates with persistent session IDs. * **Bug Fixes** * Restored previously-filtered NES-like gamepads so they connect correctly. * **Chores** * Modernized dependencies and protobuf tooling, migrated to protobuf-based messaging and streaming, and removed obsolete CUDA build steps. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
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@@ -129,12 +129,11 @@ func (r *Relay) onPeerConnected(peerID peer.ID) {
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// onPeerDisconnected marks a peer as disconnected in our status view and removes latency info
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func (r *Relay) onPeerDisconnected(peerID peer.ID) {
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// Relay peer disconnect handling
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slog.Info("Mesh peer disconnected, deleting from local peer map", "peer", peerID)
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// Remove peer from local mesh peers
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if r.Peers.Has(peerID) {
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r.Peers.Delete(peerID)
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}
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// Remove any rooms associated with this peer
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if r.Rooms.Has(peerID.String()) {
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r.Rooms.Delete(peerID.String())
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}
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@@ -151,18 +150,18 @@ func (r *Relay) updateMeshRoomStates(peerID peer.ID, states []shared.RoomInfo) {
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}
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// If previously did not exist, but does now, request a connection if participants exist for our room
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existed := r.Rooms.Has(state.ID.String())
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/*existed := r.Rooms.Has(state.ID.String())
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if !existed {
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// Request connection to this peer if we have participants in our local room
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if room, ok := r.LocalRooms.Get(state.ID); ok {
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if room.Participants.Len() > 0 {
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if len(room.Participants) > 0 {
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slog.Debug("Got new remote room state, we locally have participants for, requesting stream", "room_name", room.Name, "peer", peerID)
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if err := r.StreamProtocol.RequestStream(context.Background(), room, peerID); err != nil {
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slog.Error("Failed to request stream for new remote room state", "room_name", room.Name, "peer", peerID, "err", err)
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}
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}
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}
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}
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}*/
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r.Rooms.Set(state.ID.String(), state)
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}
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