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DolphinQt/NetPlay: Allow users to join passwordless in-progress netplay rooms #14002
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Original file line number | Diff line number | Diff line change |
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@@ -445,7 +445,7 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Pack | |
if (netplay_version != Common::GetScmRevGitStr()) | ||
return ConnectionError::VersionMismatch; | ||
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if (m_is_running || m_start_pending) | ||
if (m_start_pending) | ||
return ConnectionError::GameRunning; | ||
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if (m_players.size() >= 255) | ||
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@@ -468,7 +468,8 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Pack | |
// force a ping on first netplay loop | ||
m_update_pings = true; | ||
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AssignNewUserAPad(new_player); | ||
if (!m_is_running) | ||
AssignNewUserAPad(new_player); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. On second look of the existing NetPlay code, I don't think this is really enough to properly let a player join without them being part of the game session. The main issue I see right now is that the odd player is still going to receive all the pad data reports, with There may be other problems too. The NetPlay code has become hard to maintain and it wasn't really designed to do what you are are trying to do here. I have plans to rewrite the whole thing at some point. |
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// tell other players a new player joined | ||
SendResponseToAllPlayers(MessageID::PlayerJoin, new_player.pid, new_player.name, | ||
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