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NetPlay save data synchronization
This adds the functionality of sending the host's save data (raw memory cards, as well as GCI files and Wii saves with a matching GameID) to all other clients. The data is compressed using LZO1X to greatly reduce its size while keeping compression/decompression fast. Save synchronization is enabled by default, and toggleable with a checkbox in the NetPlay dialog. On clicking start, if the option is enabled, game boot will be delayed until all players have received the save data sent by the host. If any player fails to receive it properly, boot will be cancelled to prevent desyncs.
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@ -16,8 +16,10 @@
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#include <QVBoxLayout>
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#include "Common/CommonPaths.h"
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#include "Common/Config/Config.h"
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#include "Common/FileUtil.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/HW/EXI/EXI.h"
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@ -200,8 +202,8 @@ void GameCubePane::OnConfigPressed(int slot)
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if (other_slot_memcard)
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{
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QString path_b =
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QFileInfo(QString::fromStdString(slot == 0 ? SConfig::GetInstance().m_strMemoryCardB :
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SConfig::GetInstance().m_strMemoryCardA))
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QFileInfo(QString::fromStdString(slot == 0 ? Config::Get(Config::MAIN_MEMCARD_B_PATH) :
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Config::Get(Config::MAIN_MEMCARD_A_PATH)))
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.absoluteFilePath();
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if (path_abs == path_b)
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@ -216,8 +218,8 @@ void GameCubePane::OnConfigPressed(int slot)
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if (memcard)
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{
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path_old =
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QFileInfo(QString::fromStdString(slot == 0 ? SConfig::GetInstance().m_strMemoryCardA :
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SConfig::GetInstance().m_strMemoryCardB))
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QFileInfo(QString::fromStdString(slot == 0 ? Config::Get(Config::MAIN_MEMCARD_A_PATH) :
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Config::Get(Config::MAIN_MEMCARD_B_PATH)))
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.absoluteFilePath();
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}
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else
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@ -231,11 +233,11 @@ void GameCubePane::OnConfigPressed(int slot)
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{
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if (slot == SLOT_A_INDEX)
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{
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SConfig::GetInstance().m_strMemoryCardA = path_abs.toStdString();
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Config::SetBase(Config::MAIN_MEMCARD_A_PATH, path_abs.toStdString());
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}
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else
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{
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SConfig::GetInstance().m_strMemoryCardB = path_abs.toStdString();
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Config::SetBase(Config::MAIN_MEMCARD_B_PATH, path_abs.toStdString());
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}
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}
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else
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