NetPlay: Use chunked data transfer for save sync
This commit is contained in:
parent
d94922002b
commit
6730748309
|
@ -1252,7 +1252,8 @@ bool NetPlayServer::SyncSaveData()
|
|||
pac << static_cast<MessageId>(SYNC_SAVE_DATA_NOTIFY);
|
||||
pac << save_count;
|
||||
|
||||
SendAsyncToClients(std::move(pac));
|
||||
// send this on the chunked data channel to ensure it's sequenced properly
|
||||
SendAsyncToClients(std::move(pac), 0, CHUNKED_DATA_CHANNEL);
|
||||
}
|
||||
|
||||
if (save_count == 0)
|
||||
|
@ -1295,7 +1296,9 @@ bool NetPlayServer::SyncSaveData()
|
|||
pac << sf::Uint64{0};
|
||||
}
|
||||
|
||||
SendAsyncToClients(std::move(pac));
|
||||
SendChunkedToClients(
|
||||
std::move(pac), 1,
|
||||
StringFromFormat("Memory Card %c Synchronization", is_slot_a ? 'A' : 'B'));
|
||||
}
|
||||
else if (SConfig::GetInstance().m_EXIDevice[i] ==
|
||||
ExpansionInterface::EXIDEVICE_MEMORYCARDFOLDER)
|
||||
|
@ -1327,7 +1330,9 @@ bool NetPlayServer::SyncSaveData()
|
|||
pac << static_cast<u8>(0);
|
||||
}
|
||||
|
||||
SendAsyncToClients(std::move(pac));
|
||||
SendChunkedToClients(
|
||||
std::move(pac), 1,
|
||||
StringFromFormat("GCI Folder %c Synchronization", is_slot_a ? 'A' : 'B'));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1387,7 +1392,7 @@ bool NetPlayServer::SyncSaveData()
|
|||
pac << false; // save does not exist
|
||||
}
|
||||
|
||||
SendAsyncToClients(std::move(pac));
|
||||
SendChunkedToClients(std::move(pac), 1, "Wii Save Synchronization");
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
Loading…
Reference in New Issue