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If we don't do this, then when the game starts we'll send out the buffer size to clients being a super large value of junk, and they'll hang forever trying to accumulate an input buffer a size that they'll never ever reach in a million years. This never manifested in release builds for some reason. |
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| .. | ||
| Android | ||
| Core | ||
| DSPSpy | ||
| DSPTool | ||
| Plugins | ||
| TestSuite | ||
| UnitTests | ||
| VSProps | ||
| CMakeLists.txt | ||
| Dolphin_2010.sln | ||