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Make netplay's "same game" check more robust
Instead of comparing the game ID, revision, disc number and name, we can compare a hash of important parts of the disc including all the aforementioned data but also additional data such as the FST. The primary reason why I'm making this change is to let us catch more desyncs before they happen, but this should also fix https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can now distinguish the case where a client doesn't have the game at all from the case where a client has the wrong version of the game.
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@ -45,7 +45,8 @@ public:
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void Update() override;
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void AppendChat(const std::string& msg) override;
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void OnMsgChangeGame(const std::string& filename) override;
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void OnMsgChangeGame(const NetPlay::SyncIdentifier& sync_identifier,
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const std::string& netplay_name) override;
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void OnMsgStartGame() override;
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void OnMsgStopGame() override;
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void OnMsgPowerButton() override;
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@ -65,13 +66,14 @@ public:
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void OnIndexRefreshFailed(const std::string error) override;
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bool IsRecording() override;
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std::string FindGame(const std::string& game) override;
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std::shared_ptr<const UICommon::GameFile> FindGameFile(const std::string& game) override;
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std::shared_ptr<const UICommon::GameFile>
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FindGameFile(const NetPlay::SyncIdentifier& sync_identifier,
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NetPlay::SyncIdentifierComparison* found = nullptr) override;
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void LoadSettings();
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void SaveSettings();
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void ShowMD5Dialog(const std::string& file_identifier) override;
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void ShowMD5Dialog(const std::string& title) override;
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void SetMD5Progress(int pid, int progress) override;
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void SetMD5Result(int pid, const std::string& result) override;
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void AbortMD5() override;
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@ -145,7 +147,8 @@ private:
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MD5Dialog* m_md5_dialog;
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ChunkedProgressDialog* m_chunked_progress_dialog;
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PadMappingDialog* m_pad_mapping;
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std::string m_current_game;
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NetPlay::SyncIdentifier m_current_game_identifier;
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std::string m_current_game_name;
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Common::Lazy<std::string> m_external_ip_address;
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std::string m_nickname;
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GameListModel* m_game_list_model = nullptr;
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