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<title>dolphin/Source/Core/Common/TraversalClient.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge pull request #2876 from CastellaFactory/master</title>
<updated>2015-12-02T13:20:47+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2015-12-02T13:20:47+00:00</published>
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<id>ec6a48ff7627130194f2bb4de8b6cde817f2a9d5</id>
<content type='text'>
 [Netplay] Add "Force Netplay Listen Port" feature that was in old netplay branch</content>
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 [Netplay] Add "Force Netplay Listen Port" feature that was in old netplay branch</pre>
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</entry>
<entry>
<title>Common: Remove other Common prefixed headers from Common.h</title>
<updated>2015-09-26T22:51:58+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-26T21:13:07+00:00</published>
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<entry>
<title>[Netplay:Traversal] Add "Force Netplay Listen Port" feature that was in old netplay branch</title>
<updated>2015-09-20T11:15:13+00:00</updated>
<author>
<name>CastellaFactory</name>
<email>castellafactory@gmail.com</email>
</author>
<published>2015-09-20T11:08:37+00:00</published>
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<entry>
<title>Traversal: Use a decent PRNG instead of rand()</title>
<updated>2015-03-18T09:16:11+00:00</updated>
<author>
<name>mathieui</name>
<email>mathieui@mathieui.net</email>
</author>
<published>2015-03-10T00:47:29+00:00</published>
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we don’t need cryptosecure random, but having a uniform distribution is
always better.
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we don’t need cryptosecure random, but having a uniform distribution is
always better.
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</entry>
<entry>
<title>NetPlay: Make the enet interrupts work</title>
<updated>2015-03-18T09:16:11+00:00</updated>
<author>
<name>mathieui</name>
<email>mathieui@mathieui.net</email>
</author>
<published>2015-03-14T14:19:18+00:00</published>
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Otherwise, it would work but any async sending would be delayed by 4ms or
wait until the next packet was received.

Also increase the client timeout to 250ms, since enet_host_service is now
really interrupted.
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Otherwise, it would work but any async sending would be delayed by 4ms or
wait until the next packet was received.

Also increase the client timeout to 250ms, since enet_host_service is now
really interrupted.
</pre>
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</content>
</entry>
<entry>
<title>Fix -Wswitch warning</title>
<updated>2015-03-01T15:17:32+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-03-01T15:17:32+00:00</published>
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</entry>
<entry>
<title>Added TraversalServer.cpp to Core/Common</title>
<updated>2015-02-26T02:28:27+00:00</updated>
<author>
<name>Ziek</name>
<email>TheMostSupremeZiek@gmail.com</email>
</author>
<published>2015-02-17T06:53:50+00:00</published>
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<entry>
<title>Added Gui elements in Netplay Setup Diag so a person can choose a traversal server</title>
<updated>2015-02-26T02:28:26+00:00</updated>
<author>
<name>Ziek</name>
<email>TheMostSupremeZiek@gmail.com</email>
</author>
<published>2015-02-15T03:51:08+00:00</published>
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Fixed bug with UPnP so that it will grab the proper address and protocal
Fixed bug that caused dolphin to freeze when host codes were to large
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Fixed bug with UPnP so that it will grab the proper address and protocal
Fixed bug that caused dolphin to freeze when host codes were to large
</pre>
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</content>
</entry>
<entry>
<title>Fixed issue where players were not disconnecting correctly</title>
<updated>2015-02-26T02:28:26+00:00</updated>
<author>
<name>Ziek</name>
<email>TheMostSupremeZiek@gmail.com</email>
</author>
<published>2015-02-06T06:16:34+00:00</published>
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<entry>
<title>Change netplay initial gctime to be determined by the hosts initial time</title>
<updated>2015-02-26T02:28:26+00:00</updated>
<author>
<name>Ziek</name>
<email>TheMostSupremeZiek@gmail.com</email>
</author>
<published>2015-02-02T10:08:58+00:00</published>
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