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NetPlay: Fix hosting being stuck if player leaves during pending start
The logic didn't account for the case where a player leaves, so the host would be left in a dangling state where the UI is disabled but the game won't start, requiring a full restart of Dolphin to fix.
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7 changed files with 95 additions and 27 deletions
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@ -137,8 +137,9 @@ private:
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std::vector<std::pair<std::string, std::string>> GetInterfaceListInternal() const;
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void ChunkedDataThreadFunc();
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void ChunkedDataSend(sf::Packet&& packet, PlayerId pid, const TargetMode target_mode);
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void SetupIndex();
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void ChunkedDataAbort();
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void SetupIndex();
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bool PlayerHasControllerMapped(PlayerId pid) const;
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NetSettings m_settings;
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@ -185,6 +186,7 @@ private:
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std::thread m_chunked_data_thread;
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u32 m_next_chunked_data_id;
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std::unordered_map<u32, unsigned int> m_chunked_data_complete_count;
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bool m_abort_chunked_data = false;
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ENetHost* m_server = nullptr;
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TraversalClient* m_traversal_client = nullptr;
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