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NetPlay: Pass Wii FS sync data directly to game boot logic instead of indirectly through globals.
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parent
894773f607
commit
6350c93ae1
6 changed files with 40 additions and 38 deletions
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@ -40,6 +40,7 @@
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#ifdef HAS_LIBMGBA
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#include "Core/HW/GBACore.h"
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#endif
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#include "Core/IOS/FS/FileSystem.h"
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#include "Core/NetPlayServer.h"
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#include "Core/SyncIdentifier.h"
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@ -1177,3 +1178,10 @@ void NetPlayDialog::SetChunkedProgress(const int pid, const u64 progress)
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m_chunked_progress_dialog->SetProgress(pid, progress);
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});
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}
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void NetPlayDialog::SetHostWiiSyncTitles(std::vector<u64> titles)
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{
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auto client = Settings::Instance().GetNetPlayClient();
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if (client)
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client->SetWiiSyncData(nullptr, std::move(titles));
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}
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@ -94,6 +94,9 @@ public:
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const std::vector<int>& players) override;
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void HideChunkedProgressDialog() override;
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void SetChunkedProgress(int pid, u64 progress) override;
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void SetHostWiiSyncTitles(std::vector<u64> titles) override;
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signals:
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void Stop();
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