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NetPlay: Split the server out, and make the local system manage a client as well
This should be transparent, but it may cause regressions. The idea here is that now all players, including the host of the server, talk to the server through TCP/IP networking. This significantly reduces our codepaths through netplay, and will prevent strange local-only bugs from happening. The cleanup isn't 100% finished yet. The NetPlay dialog still drives the server through private APIs. I eventually want to sanction off the server entirely, so all communication is done through TCP/IP. This will allow us to have high-traffic public servers that can relay multiple games and lobbies at a time, and split off channel and game management to people other than the host. This is all still just a pipe dream, though.
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@ -42,6 +42,8 @@ private:
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void OnHost(wxCommandEvent& event);
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void OnQuit(wxCommandEvent& event);
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void MakeNetPlayDiag(int port, const std::string &game, bool is_hosting);
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wxTextCtrl *m_nickname_text,
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*m_host_port_text,
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*m_connect_port_text,
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@ -85,11 +87,12 @@ private:
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void OnChat(wxCommandEvent& event);
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void OnQuit(wxCommandEvent& event);
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void OnMemcardWriteCheck(wxCommandEvent& event);
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void OnThread(wxCommandEvent& event);
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void OnChangeGame(wxCommandEvent& event);
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void OnAdjustBuffer(wxCommandEvent& event);
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void OnConfigPads(wxCommandEvent& event);
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void GetNetSettings(NetSettings &settings);
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const std::string& FindGame();
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wxListBox* m_player_lbox;
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wxTextCtrl* m_chat_text;
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