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NetPlay: Implement chunked data transfer
This sends arbitrary packets in chunks to be reassembled at the other end, allowing large data transfers to be speed-limited and interleaved with other packets being sent. It also enables tracking the progress of large data transfers.
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@ -10,6 +10,7 @@
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#include "Core/NetPlayClient.h"
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#include "VideoCommon/OnScreenDisplay.h"
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class ChunkedProgressDialog;
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class MD5Dialog;
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class GameListModel;
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class PadMappingDialog;
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@ -67,6 +68,11 @@ public:
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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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void ShowChunkedProgressDialog(const std::string& title, u64 data_size,
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const std::vector<int>& players) override;
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void HideChunkedProgressDialog() override;
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void SetChunkedProgress(int pid, u64 progress) override;
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signals:
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void Boot(const QString& filename);
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void Stop();
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@ -122,6 +128,7 @@ private:
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QGridLayout* m_main_layout;
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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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Common::Lazy<std::string> m_external_ip_address;
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