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Netplay: Sync codes
Adds a tickbox to the server's window to syncronize codes. Codes are temporarily sent to each client and are used for the duration of the session. Saves the "sync codes" tickbox as per PR Netplay: Properly save hosting settings #7483
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parent
0140009114
commit
469f29350f
17 changed files with 545 additions and 7 deletions
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@ -21,6 +21,7 @@
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#include "Common/StringUtil.h"
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#include "Core/ActionReplay.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/GeckoCode.h"
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#include "Core/GeckoCodeConfig.h"
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@ -164,9 +165,18 @@ void LoadPatches()
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IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
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LoadPatchSection("OnFrame", s_on_frame, globalIni, localIni);
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni));
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// Check if I'm syncing Codes
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if (Config::Get(Config::MAIN_CODE_SYNC_OVERRIDE))
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{
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Gecko::SetSyncedCodesAsActive();
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ActionReplay::SetSyncedCodesAsActive();
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}
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else
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{
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Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni));
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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}
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LoadSpeedhacks("Speedhacks", merged);
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}
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