With the SI poll line count fixed, pretty much all games are polling
twice per frame anyways, making this option superfluous. Since it's a
bit of a gross hack and makes DTMs incompatible with console, let's
just bin it.
This new setting is like Override Language on NTSC Games, except
instead of only applying to the GameCube language setting,
it also applies to the Wii language setting.
Fixes https://bugs.dolphin-emu.org/issues/11299
This changes the Host Input Authority and Golf Mode checkboxes into a
set of radio buttons, consisting of Fair Input Delay, Host Input
Authority, and Golf Mode. This represents the 3 network modes we have.
Although Golf Mode is just an extension of Host Input Authority, it's
more logical to the user to present it as a separate option, rather
than enabling the Golf Mode checkbox only when Host Input Authority is
enabled. This also eliminates the need to first enable Host Input
Authority before Golf Mode can be enabled.
This also adds tooltips to provide brief descriptions of the options,
as well as reintroducing tooltips that were previously removed.
The logic didn't account for the case where a player leaves, so the
host would be left in a dangling state where the UI is disabled but the
game won't start, requiring a full restart of Dolphin to fix.
This is an extension of host input authority that allows switching the
host (who has zero latency) on the fly, at the further expense of
everyone else's latency. This is useful for turn-based games where the
latency of players not on their turn doesn't matter.
To become the so-called golfer, the player simply presses a hotkey.
When the host is the golfer, latency is identical to normal host input
authority.
This eliminates the clutter of checkboxes at the bottom of the window.
A QAction within a QMenu cannot have a tooltip however, so they have
been removed and the options will be documented on the wiki.
This makes it possible to gracefully force stop emulation rather than
having to kill Dolphin completely when NetPlay deadlocks in the input
loop. Without a graceful stop, Wii saves do not get flushed to the main
NAND, and are left in limbo in the temporary NAND.
This sends arbitrary packets in chunks to be reassembled at the other
end, allowing large data transfers to be speed-limited and interleaved
with other packets being sent. It also enables tracking the progress of
large data transfers.
The interface address isn't particularly useful in most circumstances
(playing over internet), and we have a way to get the external IP now,
so displaying it in the dialog is useful.
Adds a tickbox to the server's window to syncronize codes. Codes
are temporarily sent to each client and are used for the duration of the
session.
Saves the "sync codes" tickbox as per PR Netplay: Properly save hosting
settings #7483
Currently, each player buffers their own inputs and sends them to the
host. The host then relays those inputs to everyone else. Every player
waits on inputs from all players to be buffered before continuing. What
this means is all clients run in lockstep, and the total latency of
inputs cannot be lower than the sum of the 2 highest client ping times
in the game (in 3+ player sessions with people across the world, the
latency can be very high).
Host input authority mode changes it so players no longer buffer their
own inputs, and only send them to the host. The host stores only the
most recent input received from a player. The host then sends inputs
for all pads at the SI poll interval, similar to the existing code. If
a player sends inputs to slowly, their last received input is simply
sent again. If they send too quickly, inputs are dropped. This means
that the host has full control over what inputs are actually read by
the game, hence the name of the mode. Also, because the rate at which
inputs are received by SI is decoupled from the rate at which players
are sending inputs, clients are no longer dependent on each other. They
only care what the host is doing. This means that they can set their
buffer individually based on their latency to the host, rather than the
highest latency between any 2 players, allowing someone with lower ping
to the host to have less latency than someone else.
This is a catch to this: as a necessity of how the host's input sending
works, the host has 0 latency. There isn't a good way to fix this, as
input delay is now solely dependent on the real latency to the host's
server. Having differing latency between players would be considered
unfair for competitive play, but for casual play we don't really care.
For this reason though, combined with the potential for a few inputs to
be dropped on a bad connection, the old mode will remain and this new
mode is entirely optional.
also did these things
fixed crash from joining user that isn't hosting via a direct connection
current game stat can now pass to override the current game in config
uses ip endpoint from dolphin.org