NetPlay: Split SyncSaveData() into two parts.
This allows the 'save collection' part to run even if no clients are connected. Fixes issue 13095.
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@ -1381,6 +1381,17 @@ bool NetPlayServer::DoAllPlayersHaveHardwareFMA() const
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[](const auto& p) { return p.second.has_hardware_fma; });
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}
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struct SaveSyncInfo
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{
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u8 save_count = 0;
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std::shared_ptr<const UICommon::GameFile> game;
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bool has_wii_save = false;
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std::unique_ptr<IOS::HLE::FS::FileSystem> configured_fs;
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std::optional<std::vector<u8>> mii_data;
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std::vector<std::pair<u64, WiiSave::StoragePointer>> wii_saves;
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std::optional<DiscIO::Riivolution::SavegameRedirect> redirected_save;
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};
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// called from ---GUI--- thread
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bool NetPlayServer::RequestStartGame()
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{
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@ -1389,16 +1400,38 @@ bool NetPlayServer::RequestStartGame()
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bool start_now = true;
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if (m_settings.savedata_load && m_players.size() > 1)
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if (m_settings.savedata_load)
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{
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start_now = false;
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m_start_pending = true;
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if (!SyncSaveData())
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auto save_sync_info = CollectSaveSyncInfo();
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if (!save_sync_info)
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{
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PanicAlertFmtT("Error synchronizing save data!");
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PanicAlertFmtT("Error collecting save data!");
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m_start_pending = false;
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return false;
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}
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if (save_sync_info->has_wii_save)
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{
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// Set titles for host-side loading in WiiRoot
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std::vector<u64> titles;
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for (const auto& [title_id, storage] : save_sync_info->wii_saves)
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titles.push_back(title_id);
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m_dialog->SetHostWiiSyncData(
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std::move(titles),
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save_sync_info->redirected_save ? save_sync_info->redirected_save->m_target_path : "");
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}
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if (m_players.size() > 1)
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{
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start_now = false;
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m_start_pending = true;
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if (!SyncSaveData(*save_sync_info))
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{
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PanicAlertFmtT("Error synchronizing save data!");
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m_start_pending = false;
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return false;
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}
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}
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}
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// Check To Send Codes to Clients
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@ -1551,72 +1584,108 @@ void NetPlayServer::AbortGameStart()
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}
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// called from ---GUI--- thread
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bool NetPlayServer::SyncSaveData()
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std::optional<SaveSyncInfo> NetPlayServer::CollectSaveSyncInfo()
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{
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// We're about to sync saves, so set m_saves_synced to false (waits to start game)
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m_saves_synced = false;
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m_save_data_synced_players = 0;
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u8 save_count = 0;
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SaveSyncInfo sync_info;
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sync_info.save_count = 0;
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for (ExpansionInterface::Slot slot : ExpansionInterface::MEMCARD_SLOTS)
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{
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if (m_settings.exi_device[slot] == ExpansionInterface::EXIDeviceType::MemoryCard ||
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Config::Get(Config::GetInfoForEXIDevice(slot)) ==
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ExpansionInterface::EXIDeviceType::MemoryCardFolder)
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{
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save_count++;
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++sync_info.save_count;
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}
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}
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const auto game = m_dialog->FindGameFile(m_selected_game_identifier);
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if (game == nullptr)
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sync_info.game = m_dialog->FindGameFile(m_selected_game_identifier);
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if (sync_info.game == nullptr)
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{
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PanicAlertFmtT("Selected game doesn't exist in game list!");
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return false;
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return std::nullopt;
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}
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bool wii_save = false;
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if (m_settings.savedata_load && (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
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game->GetPlatform() == DiscIO::Platform::WiiWAD ||
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game->GetPlatform() == DiscIO::Platform::ELFOrDOL))
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sync_info.has_wii_save = false;
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if (m_settings.savedata_load && (sync_info.game->GetPlatform() == DiscIO::Platform::WiiDisc ||
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sync_info.game->GetPlatform() == DiscIO::Platform::WiiWAD ||
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sync_info.game->GetPlatform() == DiscIO::Platform::ELFOrDOL))
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{
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wii_save = true;
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save_count++;
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}
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sync_info.has_wii_save = true;
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++sync_info.save_count;
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std::optional<DiscIO::Riivolution::SavegameRedirect> redirected_save;
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if (wii_save && game->GetBlobType() == DiscIO::BlobType::MOD_DESCRIPTOR)
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{
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auto boot_params = BootParameters::GenerateFromFile(game->GetFilePath());
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if (boot_params)
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sync_info.configured_fs = IOS::HLE::FS::MakeFileSystem(IOS::HLE::FS::Location::Configured);
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if (m_settings.savedata_sync_all_wii)
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{
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redirected_save =
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DiscIO::Riivolution::ExtractSavegameRedirect(boot_params->riivolution_patches);
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IOS::HLE::Kernel ios;
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for (const u64 title : ios.GetES()->GetInstalledTitles())
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{
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auto save = WiiSave::MakeNandStorage(sync_info.configured_fs.get(), title);
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sync_info.wii_saves.emplace_back(title, std::move(save));
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}
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}
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else if (sync_info.game->GetPlatform() == DiscIO::Platform::WiiDisc ||
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sync_info.game->GetPlatform() == DiscIO::Platform::WiiWAD)
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{
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auto save =
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WiiSave::MakeNandStorage(sync_info.configured_fs.get(), sync_info.game->GetTitleID());
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sync_info.wii_saves.emplace_back(sync_info.game->GetTitleID(), std::move(save));
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}
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{
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auto file = sync_info.configured_fs->OpenFile(
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IOS::PID_KERNEL, IOS::PID_KERNEL, Common::GetMiiDatabasePath(), IOS::HLE::FS::Mode::Read);
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if (file)
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{
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std::vector<u8> file_data(file->GetStatus()->size);
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if (!file->Read(file_data.data(), file_data.size()))
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return std::nullopt;
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sync_info.mii_data = std::move(file_data);
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}
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}
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if (sync_info.game->GetBlobType() == DiscIO::BlobType::MOD_DESCRIPTOR)
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{
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auto boot_params = BootParameters::GenerateFromFile(sync_info.game->GetFilePath());
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if (boot_params)
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{
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sync_info.redirected_save =
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DiscIO::Riivolution::ExtractSavegameRedirect(boot_params->riivolution_patches);
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}
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}
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}
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for (const auto& config : m_gba_config)
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{
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if (config.enabled && config.has_rom)
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save_count++;
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++sync_info.save_count;
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}
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return sync_info;
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}
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// called from ---GUI--- thread
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bool NetPlayServer::SyncSaveData(const SaveSyncInfo& sync_info)
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{
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// We're about to sync saves, so set m_saves_synced to false (waits to start game)
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m_saves_synced = false;
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m_save_data_synced_players = 0;
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{
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sf::Packet pac;
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pac << MessageID::SyncSaveData;
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pac << SyncSaveDataID::Notify;
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pac << save_count;
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pac << sync_info.save_count;
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// send this on the chunked data channel to ensure it's sequenced properly
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SendAsyncToClients(std::move(pac), 0, CHUNKED_DATA_CHANNEL);
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}
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if (save_count == 0)
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if (sync_info.save_count == 0)
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return true;
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const auto game_region = game->GetRegion();
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const auto game_region = sync_info.game->GetRegion();
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const std::string region = Config::GetDirectoryForRegion(Config::ToGameCubeRegion(game_region));
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for (ExpansionInterface::Slot slot : ExpansionInterface::MEMCARD_SLOTS)
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@ -1665,7 +1734,7 @@ bool NetPlayServer::SyncSaveData()
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if (File::IsDirectory(path))
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{
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std::vector<std::string> files =
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GCMemcardDirectory::GetFileNamesForGameID(path + DIR_SEP, game->GetGameID());
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GCMemcardDirectory::GetFileNamesForGameID(path + DIR_SEP, sync_info.game->GetGameID());
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pac << static_cast<u8>(files.size());
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@ -1686,67 +1755,37 @@ bool NetPlayServer::SyncSaveData()
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}
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}
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if (wii_save)
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if (sync_info.has_wii_save)
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{
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const auto configured_fs = IOS::HLE::FS::MakeFileSystem(IOS::HLE::FS::Location::Configured);
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std::vector<std::pair<u64, WiiSave::StoragePointer>> saves;
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if (m_settings.savedata_sync_all_wii)
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{
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IOS::HLE::Kernel ios;
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for (const u64 title : ios.GetES()->GetInstalledTitles())
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{
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auto save = WiiSave::MakeNandStorage(configured_fs.get(), title);
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saves.push_back(std::make_pair(title, std::move(save)));
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}
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}
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else if (game->GetPlatform() == DiscIO::Platform::WiiDisc ||
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game->GetPlatform() == DiscIO::Platform::WiiWAD)
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{
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auto save = WiiSave::MakeNandStorage(configured_fs.get(), game->GetTitleID());
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saves.push_back(std::make_pair(game->GetTitleID(), std::move(save)));
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}
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std::vector<u64> titles;
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sf::Packet pac;
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pac << MessageID::SyncSaveData;
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pac << SyncSaveDataID::WiiData;
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// Shove the Mii data into the start the packet
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if (sync_info.mii_data)
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{
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auto file = configured_fs->OpenFile(IOS::PID_KERNEL, IOS::PID_KERNEL,
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Common::GetMiiDatabasePath(), IOS::HLE::FS::Mode::Read);
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if (file)
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{
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pac << true;
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pac << true;
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std::vector<u8> file_data(file->GetStatus()->size);
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if (!file->Read(file_data.data(), file_data.size()))
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return false;
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if (!CompressBufferIntoPacket(file_data, pac))
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return false;
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}
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else
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{
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pac << false; // no mii data
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}
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if (!CompressBufferIntoPacket(*sync_info.mii_data, pac))
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return false;
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}
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else
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{
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pac << false; // no mii data
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}
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// Carry on with the save files
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pac << static_cast<u32>(saves.size());
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pac << static_cast<u32>(sync_info.wii_saves.size());
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for (const auto& pair : saves)
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for (const auto& [title_id, storage] : sync_info.wii_saves)
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{
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pac << sf::Uint64{pair.first};
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titles.push_back(pair.first);
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const auto& save = pair.second;
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pac << sf::Uint64{title_id};
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if (save->SaveExists())
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if (storage->SaveExists())
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{
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const std::optional<WiiSave::Header> header = save->ReadHeader();
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const std::optional<WiiSave::BkHeader> bk_header = save->ReadBkHeader();
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const std::optional<std::vector<WiiSave::Storage::SaveFile>> files = save->ReadFiles();
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const std::optional<WiiSave::Header> header = storage->ReadHeader();
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const std::optional<WiiSave::BkHeader> bk_header = storage->ReadBkHeader();
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const std::optional<std::vector<WiiSave::Storage::SaveFile>> files = storage->ReadFiles();
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if (!header || !bk_header || !files)
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return false;
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@ -1790,10 +1829,10 @@ bool NetPlayServer::SyncSaveData()
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}
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}
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if (redirected_save)
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if (sync_info.redirected_save)
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{
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pac << true;
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if (!CompressFolderIntoPacket(redirected_save->m_target_path, pac))
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if (!CompressFolderIntoPacket(sync_info.redirected_save->m_target_path, pac))
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return false;
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}
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else
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@ -1801,10 +1840,6 @@ bool NetPlayServer::SyncSaveData()
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pac << false; // no redirected save
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}
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// Set titles for host-side loading in WiiRoot
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m_dialog->SetHostWiiSyncData(std::move(titles),
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redirected_save ? redirected_save->m_target_path : "");
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SendChunkedToClients(std::move(pac), 1, "Wii Save Synchronization");
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}
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@ -8,6 +8,7 @@
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <queue>
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#include <sstream>
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#include <thread>
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@ -28,6 +29,7 @@
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namespace NetPlay
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{
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class NetPlayUI;
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struct SaveSyncInfo;
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class NetPlayServer : public TraversalClientClient
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{
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@ -120,7 +122,8 @@ private:
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};
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bool SetupNetSettings();
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bool SyncSaveData();
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std::optional<SaveSyncInfo> CollectSaveSyncInfo();
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bool SyncSaveData(const SaveSyncInfo& sync_info);
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bool SyncCodes();
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void CheckSyncAndStartGame();
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