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4407854e9c
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.
24 lines
457 B
C++
24 lines
457 B
C++
// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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namespace sf
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{
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class Packet;
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}
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namespace Common
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{
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template <typename value_type>
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struct BigEndianValue;
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u16 PacketReadU16(sf::Packet& packet);
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u32 PacketReadU32(sf::Packet& packet);
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u64 PacketReadU64(sf::Packet& packet);
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void PacketWriteU64(sf::Packet& packet, u64 value);
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} // namespace Common
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