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NetPlay: Move host input authority logic to client
This is a prerequisite for golf mode, as the client needs to be in control of sending pad states.
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42964e8531
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7 changed files with 112 additions and 109 deletions
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@ -118,7 +118,6 @@ private:
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void CheckSyncAndStartGame();
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bool CompressFileIntoPacket(const std::string& file_path, sf::Packet& packet);
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bool CompressBufferIntoPacket(const std::vector<u8>& in_buffer, sf::Packet& packet);
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void SendFirstReceivedToHost(PadIndex map, bool state);
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u64 GetInitialNetPlayRTC() const;
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@ -161,9 +160,6 @@ private:
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std::unordered_map<u32, std::vector<std::pair<PlayerId, u64>>> m_timebase_by_frame;
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bool m_desync_detected;
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std::array<GCPadStatus, 4> m_last_pad_status{};
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std::array<bool, 4> m_first_pad_status_received{};
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struct
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{
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std::recursive_mutex game;
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