Core/NetPlayServer: Sync SRAM on every game start
This solves the issue of booting games locally while connected to NetPlay causing desync.
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c74b1140a5
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@ -434,21 +434,6 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket, sf::Packet& rpac)
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spac << m_host_input_authority;
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Send(player.socket, spac);
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// sync GC SRAM with new client
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if (!g_SRAM_netplay_initialized)
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{
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SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
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InitSRAM();
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g_SRAM_netplay_initialized = true;
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}
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spac.clear();
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spac << static_cast<MessageId>(NP_MSG_SYNC_GC_SRAM);
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for (size_t i = 0; i < sizeof(g_SRAM) - offsetof(Sram, settings); ++i)
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{
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spac << g_SRAM[offsetof(Sram, settings) + i];
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}
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Send(player.socket, spac);
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// sync values with new client
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for (const auto& p : m_players)
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{
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@ -1275,6 +1260,21 @@ bool NetPlayServer::StartGame()
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const std::string region = SConfig::GetDirectoryForRegion(
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SConfig::ToGameCubeRegion(m_dialog->FindGameFile(m_selected_game)->GetRegion()));
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// sync GC SRAM with clients
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if (!g_SRAM_netplay_initialized)
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{
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SConfig::GetInstance().m_strSRAM = File::GetUserPath(F_GCSRAM_IDX);
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InitSRAM();
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g_SRAM_netplay_initialized = true;
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}
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sf::Packet srampac;
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srampac << static_cast<MessageId>(NP_MSG_SYNC_GC_SRAM);
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for (size_t i = 0; i < sizeof(g_SRAM) - offsetof(Sram, settings); ++i)
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{
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srampac << g_SRAM[offsetof(Sram, settings) + i];
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}
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SendAsyncToClients(std::move(srampac), 1);
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// tell clients to start game
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sf::Packet spac;
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spac << static_cast<MessageId>(NP_MSG_START_GAME);
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