| Age | Commit message (Collapse) | Author |
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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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Otherwise IOCTL_SO_ACCEPT is very noisy until a client connects.
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Also incremented STATE_VERSION.
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IOS and IPL reject non-32byte aligned sections
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Android: Move alert message log from Kotlin to C++
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If the last write to a register comes before the last read of it,
we can write the register to ppcState after the last write instead of
after the last read. This will hopefully help spread out m_ppc_state
writes across a code block, improving pipelining. Also, if there's a
conditional branch that's after the last write but before the last read,
instead of needing to emit one m_ppc_state write on each side of the
branch, we now only need to emit one m_ppc_state write.
A note about the changes made to stmw and mfcr: These instructions don't
write to any GPRs or CRs respectively – they only read from them.
With this commit, there are no longer any cases where registers get
written back to m_ppc_state after an instruction that just reads from
them, so we can get rid of all STP logic from these two instructions.
lmw still needs its STP logic, since that one does write to registers.
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DolphinQt/GCMemcardManager: Set ScrollMode::ScrollPerPixel to make scrolling behavior less annoying.
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DiscIO: Add extra IsValid checks for VolumeWAD::m_tmd
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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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JitArm64: Fix DR check in MSRUpdated
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Android: Convert TvUtil to Kotlin
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Dentomologist/msghandler_use_more_suitable_log_levels
MsgHandler: Use LogLevel matching MsgType for alerts
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DoAllPlayersHaveSameGame returns correct result instead of always true
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Unconditionally lock in ControllerInterface::UpdateInput
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When calling `ShowMessageAlert` with a given `MsgType`, log the alert
with a `LogLevel` matching the `MsgType` instead of always using
`LogLevel::LERROR`.
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SendGameStatus() was writing SyncIdentifierComparison as a u32 but the server reads it as a u8 enum, so the server always gets 0 (SameGame). This bug was introduced in commit 66276ac.
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AutoUpdateChecker: Fix Edge Cases
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Fixup #14565 (compilation with `-DENABLE_CUBEB=OFF`)
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Remove the [[maybe_unused]] annotation from various parameters that are
unconditionally unused and comment out their names instead. This makes
it unambiguous that the variables are unused, while making the remaining
[[maybe_unused]] annotations more reliable indicators that those
variables are in fact used in some contexts.
These parameters are mostly in overridden functions where the override
doesn't need that particular variable.
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Android: Remove HostThreadLock
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TBZ takes the index of the bit to test, not a LogicalImm.
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Config: Add Edit button to DSU server menu
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