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https://github.com/dolphin-emu/dolphin.git
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NetPlayClient: Make is_connected private
This is only queried, there's no need to expose it for writing. Even if it was written to, a data member shouldn't be part of your public API unless its part of a dumb object or trivial struct.
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@ -30,7 +30,7 @@ NetPlayClient::~NetPlayClient()
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if (m_is_running.load())
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StopGame();
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if (is_connected)
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if (m_is_connected)
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{
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m_do_loop.store(false);
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m_thread.join();
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@ -76,8 +76,6 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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m_target_buffer_size = 20;
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ClearBuffers();
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is_connected = false;
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m_player_name = name;
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if (!traversal)
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@ -235,7 +233,7 @@ bool NetPlayClient::Connect()
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m_dialog->Update();
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is_connected = true;
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m_is_connected = true;
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return true;
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}
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@ -629,7 +627,6 @@ std::vector<const Player*> NetPlayClient::GetPlayers()
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return players;
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}
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// called from ---GUI--- thread
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void NetPlayClient::SendChatMessage(const std::string& msg)
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{
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