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pull in b9bcbd4869551588b9228617bfff4f55696c592f. fix some warnings
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parent
b8284fff32
commit
7d5ba4bf45
3 changed files with 12 additions and 7 deletions
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@ -1542,7 +1542,8 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
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// Reset character selections as they are no longer needed
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localSelections.Reset();
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slippi_netplay->StartSlippiGame();
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if (slippi_netplay)
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slippi_netplay->StartSlippiGame();
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}
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if (isDisconnected())
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@ -1919,13 +1920,13 @@ void CEXISlippi::prepareOnlineMatchState()
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u8 localPlayerReady = localSelections.isCharacterSelected;
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u8 remotePlayersReady = 0;
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u8 localPlayerIndex = matchmaking->LocalPlayerIndex();
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u8 remotePlayerIndex = 1;
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auto userInfo = user->GetUserInfo();
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if (mmState == SlippiMatchmaking::ProcessState::CONNECTION_SUCCESS)
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{
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localPlayerIndex = matchmaking->LocalPlayerIndex();
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if (!slippi_netplay)
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{
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#ifdef LOCAL_TESTING
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@ -198,7 +198,6 @@ private:
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void prepareGctLength();
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void prepareGctLoad(u8* payload);
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void prepareDelayResponse();
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int getCharColor(u8 charId, u8 teamId);
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void FileWriteThread(void);
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@ -232,6 +231,11 @@ private:
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// Used to determine when to detect when a new session has started
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bool is_play_session_active = false;
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// We put these at the class level to preserve values in the case of a disconnect
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// while loading. Without this, someone could load into a game playing the wrong char
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u8 localPlayerIndex = 0;
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u8 remotePlayerIndex = 1;
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// Frame skipping variables
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int framesToSkip = 0;
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bool isCurrentlySkipping = false;
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@ -34,8 +34,8 @@
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struct SlippiRemotePadOutput
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{
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int32_t latestFrame;
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u8 playerIdx;
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int32_t latestFrame{};
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u8 playerIdx{};
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std::vector<u8> data;
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};
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@ -185,7 +185,7 @@ protected:
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struct FrameOffsetData
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{
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// TODO: Should the buffer size be dynamic based on time sync interval or not?
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int idx;
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int idx{};
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std::vector<s32> buf;
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};
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