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<title>dolphin/Source/Core/DolphinQt/NetPlay/PadMappingDialog.cpp, branch release-prep-2506</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>DolphinQT/Netplay: Make variables constant</title>
<updated>2025-05-10T11:05:54+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2025-03-26T16:00:13+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>DolphinQt: Remove unnecessary qOverloads</title>
<updated>2023-11-04T21:14:14+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-11-04T21:01:39+00:00</published>
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qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
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qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
</pre>
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</content>
</entry>
<entry>
<title>NetPlay: GBA Support</title>
<updated>2021-07-13T14:43:59+00:00</updated>
<author>
<name>Bonta</name>
<email>40473493+Bonta0@users.noreply.github.com</email>
</author>
<published>2021-07-04T11:33:58+00:00</published>
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</entry>
<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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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
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>DolphinQt: Use qOverload where applicable</title>
<updated>2020-04-28T14:54:19+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-30T13:35:46+00:00</published>
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<id>19115c84dd50105bb3a64df7e5017946247dcd46</id>
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Provides the same behvaior, but in a much more concise manner.
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Provides the same behvaior, but in a much more concise manner.
</pre>
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</content>
</entry>
<entry>
<title>Qt/PadMappingDialog: Improve layout</title>
<updated>2019-03-16T14:12:20+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2019-03-16T14:12:20+00:00</published>
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</entry>
<entry>
<title>NetPlay: Remove PadMapping type</title>
<updated>2018-11-19T10:45:32+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2018-11-19T10:30:39+00:00</published>
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<content type='text'>
Its usage was inconsistent, confusing, and buggy, so I opted to just
remove it entirely. It has been replaced with PadIndex for the
appropriate instances (mainly networking), and inappropriate usages
(where it was really just a player ID) have been replaced with the
PlayerId type. The definition of "no mapping" has been changed from -1
to 0 to match the defintion of "no player", as -1 (255 unsigned) is
actually a valid player ID.

The bugs never manifested because it only occurs with a full lobby of
255 players, at which point the last player's ID collides with the "no
mapping" definition and some undefined behavior occurs. Nevertheless, I
thought it best to fix it anyways as the usage of PadMapping was
confusing.
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<pre>
Its usage was inconsistent, confusing, and buggy, so I opted to just
remove it entirely. It has been replaced with PadIndex for the
appropriate instances (mainly networking), and inappropriate usages
(where it was really just a player ID) have been replaced with the
PlayerId type. The definition of "no mapping" has been changed from -1
to 0 to match the defintion of "no player", as -1 (255 unsigned) is
actually a valid player ID.

The bugs never manifested because it only occurs with a full lobby of
255 players, at which point the last player's ID collides with the "no
mapping" definition and some undefined behavior occurs. Nevertheless, I
thought it best to fix it anyways as the usage of PadMapping was
confusing.
</pre>
</div>
</content>
</entry>
<entry>
<title>Qt: Switch to QSignalBlocker for scoped signal blocking</title>
<updated>2018-08-23T11:11:52+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2018-08-23T11:11:52+00:00</published>
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<id>1547b185c753e75ac65483cf1e694e4f007b71d9</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Fix more segfaults on NetPlay quit</title>
<updated>2018-07-21T04:04:14+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2018-07-13T00:37:12+00:00</published>
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<id>cfeffdcf4208686d64d509f559272d64bbd5da70</id>
<content type='text'>
Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it.

MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly.
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<pre>
Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it.

MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt/Settings: Replace includes with forward declarations</title>
<updated>2018-07-09T04:53:13+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-07-09T04:45:27+00:00</published>
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<id>b4d91cc612faccab995f3f66765baa38066a0e35</id>
<content type='text'>
Avoids dragging in netplay-related headers where they aren't explicitly
necessary.
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<pre>
Avoids dragging in netplay-related headers where they aren't explicitly
necessary.
</pre>
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</content>
</entry>
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