| Age | Commit message (Collapse) | Author |
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Also rename max buffer to client buffer for better consistency with settings and c++
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Traversal connections show in the joining info UI.
Non fatal errors show the retry button.
Fatal errors end the netplay session.
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Doesn't support traversal yet
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Also fix bottom sheets so they survive rotation
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A player's own messages don't come back via the server.
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We just about get away with using a StateFlow in NetplaySession since the host sends AbortGameDigest when closing their own dialog. Without that it would be harder for the UI to distinguish between subsequent dialogs. If that wasn't the case then NetplaySession might need to expose the individual progress and result updates and have the view model assemble it into the overall GameDigestProgress.
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Show them in the chat window and also in a toast during game play.
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Create a new NetplaySession each time we try to join a netplay game. Hold onto it in NetplayManager so its available to the different activities that need to access it. Close the session when backing out of the netplay UI. Some guardrails in case things go out of sync: creating a session closes the old one if it is still around for some reason, finalizer in NetplaySession to release native resources if not closed explicitly for some reason. Profiling done to ensure all kotlin and native objects are successfully cleared / garbage collected.
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When transferring saves from the host. Equivalent of ChunkedProgressDialog in QT.
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An orientation change can trigger this code path immediately when a game starts. e.g. dolphin is portrait when launching the game but settings force gameplay to landscape. We want to avoid this and continue to the netplay launch code below.
If the user backgrounds dolphin during netplay and then resumes after the process has died it will actually resume from the save state in single player mode, not sure if thats good or bad but fine for now.
Netplay doesnt handle rotation very well, seems to go more and more out of sync the more rotations.
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Boot session data is already handled when the game is booted so this is just fallback in case the game launch fails in some weird way.
Add missing @Keep annotations to functions called from C++
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the user to exit
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Remove the big saveSetup function and set individual settings immediately after being changed in the UI. Group them all under Netplay.Settings
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Includes chat, game changes, pad buffer changes and host input authority. Merges them all into the chat window.
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Put all the boring settings at the bottom to reduce scrolling!
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All it can do at this point is quit the current netplay session when backing out of this screen.
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If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
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OnMsgStartGame, FindGameFile
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Only for connecting, no hosting yet.
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Derive compose colour theming from the existing XML styles already set at the activity level.
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For some reason, NativeLibrary.kt calling Log for the alert message text
makes Dolphin die with a JNI error. Supposedly the jstring passed to the
logging function is invalid. I don't understand why, because the dialog
that we show right afterwards is able to read the string just fine. The
error happens even if I pass the string directly to Log without
prepending any extra text.
There's no real downside to having the logging in C++ instead of Kotlin,
so let's move it to C++ to avoid the JNI error.
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Android: Convert TvUtil to Kotlin
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Follow-up to 068947e. HostThreadLock no longer serves a purpose.
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Simonx22/android/convert-gamefilecachemanager-to-kotlin
Android: Convert GameFileCacheManager to Kotlin
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GCAdapter: Automatically start and stop thread
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This keeps the logic encapsulated inside GCAdapter.cpp so callers don't
have to think about it.
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Android: Convert WiimoteAdapter to Kotlin
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Simonx22/android/convert-gamepropertiesdialog-to-kotlin
Android: Convert GamePropertiesDialog to Kotlin
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