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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.
39 lines
757 B
C++
39 lines
757 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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#include "Common/SFMLHelper.h"
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#include <SFML/Network/Packet.hpp>
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namespace Common
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{
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// This only exists as a helper for BigEndianValue
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u16 PacketReadU16(sf::Packet& packet)
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{
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u16 tmp;
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packet >> tmp;
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return tmp;
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}
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// This only exists as a helper for BigEndianValue
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u32 PacketReadU32(sf::Packet& packet)
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{
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u32 tmp;
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packet >> tmp;
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return tmp;
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}
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u64 PacketReadU64(sf::Packet& packet)
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{
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u32 low, high;
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packet >> low >> high;
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return low | (static_cast<u64>(high) << 32);
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}
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void PacketWriteU64(sf::Packet& packet, const u64 value)
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{
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packet << static_cast<u32>(value) << static_cast<u32>(value >> 32);
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}
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} // namespace Common
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