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<title>dolphin/Source/Core/DolphinQt/NetPlay/ChunkedProgressDialog.cpp, branch release-prep-2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Use 'contains' method</title>
<updated>2024-08-14T20:18:28+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2024-07-19T20:49:15+00:00</published>
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<entry>
<title>Remove most uses of StringFromFormat in favor of fmt</title>
<updated>2022-10-12T23:50:47+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-10-12T02:21:51+00:00</published>
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<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>NetPlay: Add cancel button for chunked data transfers</title>
<updated>2019-04-07T10:22:33+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2019-03-30T10:20:24+00:00</published>
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<entry>
<title>NetPlay: Implement chunked data transfer</title>
<updated>2018-11-19T11:37:09+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2018-10-18T08:33:05+00:00</published>
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This sends arbitrary packets in chunks to be reassembled at the other
end, allowing large data transfers to be speed-limited and interleaved
with other packets being sent. It also enables tracking the progress of
large data transfers.
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This sends arbitrary packets in chunks to be reassembled at the other
end, allowing large data transfers to be speed-limited and interleaved
with other packets being sent. It also enables tracking the progress of
large data transfers.
</pre>
</div>
</content>
</entry>
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