NetPlay: Sync Wiimote extension

Small addition of NetPlay code in Core.cpp was needed to set the
extensions at the right time, as init would override them otherwise.
This solution is more elegant than modifying the user's INI files on
game start.
This commit is contained in:
Techjar
2018-11-22 06:52:48 -05:00
parent 4e5f83d23f
commit 2e19efa8d5
4 changed files with 52 additions and 8 deletions

View File

@ -42,12 +42,16 @@
#include "Core/HW/Sram.h"
#include "Core/HW/WiiSave.h"
#include "Core/HW/WiiSaveStructs.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/IOS/ES/ES.h"
#include "Core/IOS/FS/FileSystem.h"
#include "Core/IOS/IOS.h"
#include "Core/NetPlayClient.h" //for NetPlayUI
#include "DiscIO/Enums.h"
#include "InputCommon/ControllerEmu/ControlGroup/Extension.h"
#include "InputCommon/GCPadStatus.h"
#include "InputCommon/InputConfig.h"
#include "UICommon/GameFile.h"
#if !defined(_WIN32)
@ -1159,8 +1163,10 @@ bool NetPlayServer::StartGame()
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
spac << m_settings.m_ReducePollingRate;
spac << m_settings.m_EXIDevice[0];
spac << m_settings.m_EXIDevice[1];
for (auto& device : m_settings.m_EXIDevice)
spac << device;
spac << m_settings.m_EFBAccessEnable;
spac << m_settings.m_BBoxEnable;
spac << m_settings.m_ForceProgressive;
@ -1206,6 +1212,16 @@ bool NetPlayServer::StartGame()
spac << m_settings.m_SyncCodes;
spac << m_settings.m_SyncAllWiiSaves;
for (int i = 0; i < m_settings.m_WiimoteExtension.size(); i++)
{
const int extension =
static_cast<ControllerEmu::Extension*>(
static_cast<WiimoteEmu::Wiimote*>(Wiimote::GetConfig()->GetController(i))
->GetWiimoteGroup(WiimoteEmu::WiimoteGroup::Extension))
->switch_extension;
spac << extension;
}
SendAsyncToClients(std::move(spac));
m_start_pending = false;