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.
Its usage was inconsistent, confusing, and buggy, so I opted to just
remove it entirely. It has been replaced with PadIndex for the
appropriate instances (mainly networking), and inappropriate usages
(where it was really just a player ID) have been replaced with the
PlayerId type. The definition of "no mapping" has been changed from -1
to 0 to match the defintion of "no player", as -1 (255 unsigned) is
actually a valid player ID.
The bugs never manifested because it only occurs with a full lobby of
255 players, at which point the last player's ID collides with the "no
mapping" definition and some undefined behavior occurs. Nevertheless, I
thought it best to fix it anyways as the usage of PadMapping was
confusing.
The interface address isn't particularly useful in most circumstances
(playing over internet), and we have a way to get the external IP now,
so displaying it in the dialog is useful.
And use it for reporting games that rely on ICache emulation to some
degree. We know of a few but it would be interesting to get a more
exhaustive list from crowdsourcing.
This was an erronous change in 534db3b, Ra was previously loaded but was changed to not being loaded.
Why is loading necessary? Loading is necessary because when a memory exception occurs, the current
register values are flushed. This occurs before a new value is loaded into Ra, so the previous value
is required in Ra.
Delay the creation of the emulation fragment if: the device is a phone, if
emulation should be locked to landscape, and the current orientation is
portrait.
It doesn't feel great to let the value from a previous emulation session
linger around considering that the GC aspect ratio heuristic can use
the previous value of m_aspect_wide when calculating m_aspect_wide.
The Metal shader compiler fails to compile the atomic instructions
when operating on individual components of a vector. Spltting it
into four variables shouldn't make any difference for other
platforms, as they are accessed independently.
The path to the MoltenVK library can be specified by the
LIBMOLTENVK_PATH environment variable, otherwise it assumes it is
located in the application bundle's Contents/MacOS directory.