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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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@ -4,11 +4,13 @@
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#pragma once
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#include <array>
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#include <map>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Core/SyncIdentifier.h"
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#include "DiscIO/Blob.h"
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#include "DiscIO/Enums.h"
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@ -80,7 +82,16 @@ public:
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u16 GetRevision() const { return m_revision; }
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// 0 is the first disc, 1 is the second disc
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u8 GetDiscNumber() const { return m_disc_number; }
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std::string GetUniqueIdentifier() const;
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std::string GetNetPlayName() const;
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// This function is slow
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std::array<u8, 20> GetSyncHash() const;
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// This function is slow
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NetPlay::SyncIdentifier GetSyncIdentifier() const;
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// This function is slow if all of game_id, revision, disc_number, is_datel are identical
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NetPlay::SyncIdentifierComparison
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CompareSyncIdentifier(const NetPlay::SyncIdentifier& sync_identifier) const;
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std::string GetWiiFSPath() const;
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DiscIO::Region GetRegion() const { return m_region; }
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DiscIO::Country GetCountry() const { return m_country; }
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