pull in b9bcbd4869551588b9228617bfff4f55696c592f. fix some warnings

This commit is contained in:
R2DLiu 2021-12-19 17:03:06 -05:00
commit 7d5ba4bf45
3 changed files with 12 additions and 7 deletions

View file

@ -1542,7 +1542,8 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
// Reset character selections as they are no longer needed
localSelections.Reset();
slippi_netplay->StartSlippiGame();
if (slippi_netplay)
slippi_netplay->StartSlippiGame();
}
if (isDisconnected())
@ -1919,13 +1920,13 @@ void CEXISlippi::prepareOnlineMatchState()
u8 localPlayerReady = localSelections.isCharacterSelected;
u8 remotePlayersReady = 0;
u8 localPlayerIndex = matchmaking->LocalPlayerIndex();
u8 remotePlayerIndex = 1;
auto userInfo = user->GetUserInfo();
if (mmState == SlippiMatchmaking::ProcessState::CONNECTION_SUCCESS)
{
localPlayerIndex = matchmaking->LocalPlayerIndex();
if (!slippi_netplay)
{
#ifdef LOCAL_TESTING

View file

@ -198,7 +198,6 @@ private:
void prepareGctLength();
void prepareGctLoad(u8* payload);
void prepareDelayResponse();
int getCharColor(u8 charId, u8 teamId);
void FileWriteThread(void);
@ -232,6 +231,11 @@ private:
// Used to determine when to detect when a new session has started
bool is_play_session_active = false;
// We put these at the class level to preserve values in the case of a disconnect
// while loading. Without this, someone could load into a game playing the wrong char
u8 localPlayerIndex = 0;
u8 remotePlayerIndex = 1;
// Frame skipping variables
int framesToSkip = 0;
bool isCurrentlySkipping = false;

View file

@ -34,8 +34,8 @@
struct SlippiRemotePadOutput
{
int32_t latestFrame;
u8 playerIdx;
int32_t latestFrame{};
u8 playerIdx{};
std::vector<u8> data;
};
@ -185,7 +185,7 @@ protected:
struct FrameOffsetData
{
// TODO: Should the buffer size be dynamic based on time sync interval or not?
int idx;
int idx{};
std::vector<s32> buf;
};