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TESTERS WANTED: RyuLDN implementation (#65)
These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed. Additionally displays LDN game status in the game selection window when RyuLDN is enabled. Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
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@ -13,7 +13,7 @@ namespace Ryujinx.UI.Common.Configuration
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{
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public partial class ConfigurationState
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{
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/// <summary>
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/// <summary>
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/// UI configuration section
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/// </summary>
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public class UISection
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@ -25,6 +25,7 @@ namespace Ryujinx.UI.Common.Configuration
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public ReactiveObject<bool> AppColumn { get; private set; }
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public ReactiveObject<bool> DevColumn { get; private set; }
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public ReactiveObject<bool> VersionColumn { get; private set; }
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public ReactiveObject<bool> LdnInfoColumn { get; private set; }
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public ReactiveObject<bool> TimePlayedColumn { get; private set; }
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public ReactiveObject<bool> LastPlayedColumn { get; private set; }
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public ReactiveObject<bool> FileExtColumn { get; private set; }
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@ -38,6 +39,7 @@ namespace Ryujinx.UI.Common.Configuration
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AppColumn = new ReactiveObject<bool>();
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DevColumn = new ReactiveObject<bool>();
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VersionColumn = new ReactiveObject<bool>();
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LdnInfoColumn = new ReactiveObject<bool>();
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TimePlayedColumn = new ReactiveObject<bool>();
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LastPlayedColumn = new ReactiveObject<bool>();
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FileExtColumn = new ReactiveObject<bool>();
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@ -572,11 +574,32 @@ namespace Ryujinx.UI.Common.Configuration
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/// </summary>
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public ReactiveObject<MultiplayerMode> Mode { get; private set; }
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/// <summary>
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/// Disable P2P
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/// </summary>
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public ReactiveObject<bool> DisableP2p { get; private set; }
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/// <summary>
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/// LDN PassPhrase
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/// </summary>
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public ReactiveObject<string> LdnPassphrase { get; private set; }
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/// <summary>
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/// LDN Server
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/// </summary>
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public ReactiveObject<string> LdnServer { get; private set; }
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public MultiplayerSection()
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{
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LanInterfaceId = new ReactiveObject<string>();
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Mode = new ReactiveObject<MultiplayerMode>();
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Mode.LogChangesToValue(nameof(MultiplayerMode));
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DisableP2p = new ReactiveObject<bool>();
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DisableP2p.LogChangesToValue(nameof(DisableP2p));
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LdnPassphrase = new ReactiveObject<string>();
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LdnPassphrase.LogChangesToValue(nameof(LdnPassphrase));
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LdnServer = new ReactiveObject<string>();
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LdnServer.LogChangesToValue(nameof(LdnServer));
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}
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}
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