NetPlayClient: Consolidate stopping code to function.
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@ -2244,8 +2244,7 @@ void NetPlayClient::SendPadHostPoll(const PadIndex pad_num)
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SendAsync(std::move(packet));
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SendAsync(std::move(packet));
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}
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
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void NetPlayClient::InvokeStop()
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bool NetPlayClient::StopGame()
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{
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{
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m_is_running.Clear();
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m_is_running.Clear();
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@ -2254,6 +2253,12 @@ bool NetPlayClient::StopGame()
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m_wii_pad_event.Set();
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m_wii_pad_event.Set();
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m_first_pad_status_received_event.Set();
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m_first_pad_status_received_event.Set();
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m_wait_on_input_event.Set();
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m_wait_on_input_event.Set();
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}
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// called from ---GUI--- thread and ---NETPLAY--- thread (client side)
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bool NetPlayClient::StopGame()
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{
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InvokeStop();
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NetPlay_Disable();
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NetPlay_Disable();
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@ -2269,13 +2274,7 @@ void NetPlayClient::Stop()
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if (!m_is_running.IsSet())
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if (!m_is_running.IsSet())
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return;
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return;
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m_is_running.Clear();
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InvokeStop();
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// stop waiting for input
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m_gc_pad_event.Set();
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m_wii_pad_event.Set();
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m_first_pad_status_received_event.Set();
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m_wait_on_input_event.Set();
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// Tell the server to stop if we have a pad mapped in game.
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// Tell the server to stop if we have a pad mapped in game.
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if (LocalPlayerHasControllerMapped())
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if (LocalPlayerHasControllerMapped())
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@ -117,6 +117,7 @@ public:
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// Called from the GUI thread.
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// Called from the GUI thread.
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bool IsConnected() const { return m_is_connected; }
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bool IsConnected() const { return m_is_connected; }
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bool StartGame(const std::string& path);
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bool StartGame(const std::string& path);
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void InvokeStop();
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bool StopGame();
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bool StopGame();
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void Stop();
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void Stop();
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bool ChangeGame(const std::string& game);
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bool ChangeGame(const std::string& game);
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