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[Netplay] Always set a playerid
And don’t blindly dereference a pointer.
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e28fa1588f
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@ -192,6 +192,8 @@ void NetPlayServer::ThreadFunc()
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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if (!netEvent.peer->data)
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break;
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auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
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if (it != m_players.end())
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{
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@ -232,6 +234,18 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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} while (epack == nullptr);
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rpac.append(epack->data, epack->dataLength);
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// give new client first available id
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PlayerId pid = 1;
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for (auto i = m_players.begin(); i != m_players.end(); ++i)
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{
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if (i->second.pid == pid)
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{
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pid++;
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i = m_players.begin();
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}
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}
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socket->data = new PlayerId(pid);
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std::string npver;
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rpac >> npver;
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// Dolphin netplay version
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@ -250,25 +264,12 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
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m_update_pings = true;
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Client player;
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player.pid = pid;
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player.socket = socket;
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rpac >> player.revision;
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rpac >> player.name;
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enet_packet_destroy(epack);
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// give new client first available id
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PlayerId pid = 1;
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for (auto i = m_players.begin(); i != m_players.end(); ++i)
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{
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if (i->second.pid == pid)
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{
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pid++;
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i = m_players.begin();
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}
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}
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player.pid = pid;
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socket->data = new PlayerId(pid);
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// try to automatically assign new user a pad
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for (PadMapping& mapping : m_pad_map)
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{
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