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Add UPnP support.
Feedback is in logs as suggested by skid_au. The checkbox is still there, but mostly for people who would like to opt out (unfortunately, I can not be sure how this feature may behave for some routers - there's a hell of a lot of bad UPnP implementations.) The Visual Studio stuff is a little messy, so I apologize if anything is a bit off. I tested most configurations and it worked. I also tested CMake on Debian Wheezy, Ubuntu Saucy, and Mac OS X Mountain Lion. All seemed to be OK.
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@ -149,6 +149,10 @@ NetPlaySetupDiag::NetPlaySetupDiag(wxWindow* const parent, const CGameListCtrl*
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wxBoxSizer* const top_szr = new wxBoxSizer(wxHORIZONTAL);
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top_szr->Add(port_lbl, 0, wxCENTER | wxRIGHT, 5);
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top_szr->Add(m_host_port_text, 0);
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#ifdef USE_UPNP
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m_upnp_chk = new wxCheckBox(host_tab, wxID_ANY, _("Forward port (UPnP)"));
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top_szr->Add(m_upnp_chk, 0, wxALL | wxALIGN_RIGHT, 5);
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#endif
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wxBoxSizer* const host_szr = new wxBoxSizer(wxVERTICAL);
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host_szr->Add(top_szr, 0, wxALL | wxEXPAND, 5);
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@ -220,6 +224,10 @@ void NetPlaySetupDiag::OnHost(wxCommandEvent&)
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, WxStrToStr(m_nickname_text->GetValue()), npd, game);
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if (netplay_ptr->is_connected)
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{
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#ifdef USE_UPNP
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if(m_upnp_chk->GetValue())
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((NetPlayServer*)netplay_ptr)->TryPortmapping(port);
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#endif
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npd->Show();
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Destroy();
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}
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