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NetPlay: Remove PadMapping type
Its usage was inconsistent, confusing, and buggy, so I opted to just remove it entirely. It has been replaced with PadIndex for the appropriate instances (mainly networking), and inappropriate usages (where it was really just a player ID) have been replaced with the PlayerId type. The definition of "no mapping" has been changed from -1 to 0 to match the defintion of "no player", as -1 (255 unsigned) is actually a valid player ID. The bugs never manifested because it only occurs with a full lobby of 255 players, at which point the last player's ID collides with the "no mapping" definition and some undefined behavior occurs. Nevertheless, I thought it best to fix it anyways as the usage of PadMapping was confusing.
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@ -90,7 +90,7 @@ int PadMappingDialog::exec()
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const auto index = gc ? m_pad_mapping[i] : m_wii_mapping[i];
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combo->setCurrentIndex(index == -1 ? 0 : index);
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combo->setCurrentIndex(index);
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}
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}
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@ -114,7 +114,7 @@ void PadMappingDialog::OnMappingChanged()
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int gc_id = m_gc_boxes[i]->currentIndex();
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int wii_id = m_wii_boxes[i]->currentIndex();
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m_pad_mapping[i] = gc_id > 0 ? m_players[gc_id - 1]->pid : -1;
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m_wii_mapping[i] = wii_id > 0 ? m_players[wii_id - 1]->pid : -1;
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m_pad_mapping[i] = gc_id > 0 ? m_players[gc_id - 1]->pid : 0;
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m_wii_mapping[i] = wii_id > 0 ? m_players[wii_id - 1]->pid : 0;
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}
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}
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