NetPlay: Remove PadMapping type

Its usage was inconsistent, confusing, and buggy, so I opted to just
remove it entirely. It has been replaced with PadIndex for the
appropriate instances (mainly networking), and inappropriate usages
(where it was really just a player ID) have been replaced with the
PlayerId type. The definition of "no mapping" has been changed from -1
to 0 to match the defintion of "no player", as -1 (255 unsigned) is
actually a valid player ID.

The bugs never manifested because it only occurs with a full lobby of
255 players, at which point the last player's ID collides with the "no
mapping" definition and some undefined behavior occurs. Nevertheless, I
thought it best to fix it anyways as the usage of PadMapping was
confusing.
This commit is contained in:
Techjar 2018-11-19 05:30:39 -05:00
commit 529796bd59
6 changed files with 37 additions and 37 deletions

View file

@ -89,7 +89,7 @@ private:
void CheckSyncAndStartGame();
bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
bool CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet);
void SendFirstReceivedToHost(PadMapping map, bool state);
void SendFirstReceivedToHost(PadIndex map, bool state);
u64 GetInitialNetPlayRTC() const;