Commit Graph

17 Commits

Author SHA1 Message Date
Lioncash
febd1c3dba Core: Replace usages of StringFromFormat with fmt where applicable
Migrates usages of StringFromFormat over to using fmt.
2019-11-11 07:32:57 -05:00
Techjar
a3d8a8be06 NetPlay: Remove 'reduce polling rate' option
With the SI poll line count fixed, pretty much all games are polling
twice per frame anyways, making this option superfluous. Since it's a
bit of a gross hack and makes DTMs incompatible with console, let's
just bin it.
2019-08-26 02:11:49 -04:00
JosJuice
561a4cfcce Replace "Override Language on NTSC Games" with "Allow Mismatched Region Settings"
This new setting is like Override Language on NTSC Games, except
instead of only applying to the GameCube language setting,
it also applies to the Wii language setting.

Fixes https://bugs.dolphin-emu.org/issues/11299
2019-08-09 17:33:05 +02:00
Techjar
980c076c67 Disable BBA in NetPlay 2019-04-01 09:14:28 -04:00
Techjar
6e5d92e3c3 NetPlay: Synchronize EFB access cache options 2019-03-28 00:53:07 -04:00
Pierre Bourdon
6b7a1ca6d1
Merge pull request #7535 from UnclePunch/synccodes
Netplay: Sync AR and gecko codes with clients
2018-11-13 22:39:25 +01:00
Techjar
caf2fc3c3e NetPlay: Sync Defer EFB Copies setting 2018-11-12 20:45:12 -05:00
Vin Bertinelli
469f29350f Netplay: Sync codes
Adds a tickbox to the server's window to syncronize codes. Codes
are temporarily sent to each client and are used for the duration of the
session.

Saves the "sync codes" tickbox as per PR Netplay: Properly save hosting
settings #7483
2018-10-29 23:00:51 +01:00
Techjar
7036299a92 NetPlay: Improve settings synchronization and UI
Most settings which affect determinism will now be synced on NetPlay.
Additionally, there's a strict sync mode which will sync various
enhancements to prevent desync in games that use EFB reads.

This also adds a check for all players having the IPL.bin file, and
doesn't load it for anyone if someone is missing it. This prevents
desyncs caused by mismatched system fonts.

Additionally, the NetPlay window was getting too wide with checkboxes,
so FlowLayout has been introduced to make the checkboxes take up
multiple rows dynamically. However, there's some minor vertical
centering issues I haven't been able to solve, but it's better than a
ridiculously wide window.
2018-07-26 17:23:04 -04:00
Techjar
4407854e9c NetPlay save data synchronization
This adds the functionality of sending the host's save data (raw memory
cards, as well as GCI files and Wii saves with a matching GameID) to
all other clients. The data is compressed using LZO1X to greatly reduce
its size while keeping compression/decompression fast. Save
synchronization is enabled by default, and toggleable with a checkbox
in the NetPlay dialog.

On clicking start, if the option is enabled, game boot will be delayed
until all players have received the save data sent by the host. If any
player fails to receive it properly, boot will be cancelled to prevent
desyncs.
2018-07-19 18:09:20 -04:00
Lioncash
675260b0f7
Core: Namespace NetPlay utilities under the NetPlay namespace
Previously there was only one function under the NetPlay namespace,
which is kind of silly considering we have all of these other types
and functions existing outside of the namespace.

This moves the rest of them into the namespace.

This gets some general names, like Player, for example, out of the global namespace.
2018-07-06 19:53:23 -04:00
Techjar
5adeca4087 Add "Reduce Polling Rate" option to NetPlay
Normally, SI is polled at a rate defined by the game, and we have to send the pad state to other clients on every poll or else we'll desync. This can result in fairly high bandwidth usage, especially with multiple controllers, mostly due to UDP/IP overhead.

This change introduces an option to reduce the SI poll rate to once per frame, which may introduce up to one frame of additional latency, but will reduce bandwidth usage substantially, which is useful for users on very slow internet connections.

Polling SI less frequently than the game asked for did not seem to cause any problems in my testing, so this should be perfectly safe to do.
2018-06-30 13:13:44 -04:00
MerryMage
4c24629b95 Config: Flatten structures
Originally, Layer contained a std::map of Sections, which containted a std::map
containing the (key, value) pairs. Here we flattern this structure so that only
one std::map is required, reducing the number of indirections required and
vastly simplifying the code.
2017-11-15 18:04:40 +00:00
Léo Lam
b2c41cec0a Config: Include SYSCONF in base layer
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
2017-08-11 15:36:31 +08:00
Lioncash
dd4203bec8 Core: Remove unnecessary includes
Also moves a cpp file's related header file to the top of the inclusions if it isn't already there.
2017-06-15 18:52:22 -04:00
Lioncash
b676edd80c Core: include what you use
Eliminates a swath of indirectly included standard headers
2017-06-07 01:20:48 -04:00
Ryan Houdek
1902f9f35a NetPlay configuration loader 2017-03-05 15:47:25 +01:00