Netplay: Session password - be more descriptive

This commit is contained in:
Jamie Meyer 2023-05-17 02:46:37 +02:00
parent d1441d8039
commit 6092011d97
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GPG Key ID: BF30D71B2F1305C7
1 changed files with 7 additions and 6 deletions

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@ -161,7 +161,7 @@ static Common::Timer s_last_host_connection_attempt;
/// GGPO
static std::string s_local_nickname;
static std::string s_session_password;
static std::string s_local_session_password;
static GGPOPlayerHandle s_local_handle = GGPO_INVALID_HANDLE;
static s32 s_local_delay = 0;
static GGPONetworkStats s_last_net_stats{};
@ -955,7 +955,7 @@ void Netplay::SendConnectRequest()
std::memset(pkt->nickname, 0, sizeof(pkt->nickname));
std::memset(pkt->session_password, 0, sizeof(pkt->session_password));
StringUtil::Strlcpy(pkt->nickname, s_local_nickname, std::size(pkt->nickname));
StringUtil::Strlcpy(pkt->session_password, s_session_password, std::size(pkt->session_password));
StringUtil::Strlcpy(pkt->session_password, s_local_session_password, std::size(pkt->session_password));
SendControlPacket(s_peers[s_host_player_id].peer, pkt);
}
@ -1004,7 +1004,7 @@ void Netplay::HandleMessageFromNewPeer(ENetPeer* peer, const ENetPacket* pkt)
response->player_id = -1;
// Gatekeep using the session password.
if (msg->GetSessionPassword() != s_session_password)
if (msg->GetSessionPassword() != s_local_session_password)
{
response->result = JoinResponseMessage::Result::InvalidPassword;
SendControlPacket(peer, response);
@ -1871,12 +1871,13 @@ void Netplay::SetInputs(Netplay::Input inputs[2])
bool Netplay::CreateSession(std::string nickname, s32 port, s32 max_players, std::string password)
{
s_session_password = password;
s_local_session_password = password;
// TODO: This is going to blow away our memory cards, because for sync purposes we want all clients
// to have the same data, and we don't want to trash their local memcards. We should therefore load
// the memory cards for this game (based on game/global settings), and copy that to the temp card.
// TODO: input delay. GGPO Should support changing it on the fly.
const s32 input_delay = 1;
if (!Netplay::Start(true, std::move(nickname), std::string(), port, input_delay))
@ -1895,7 +1896,7 @@ bool Netplay::CreateSession(std::string nickname, s32 port, s32 max_players, std
bool Netplay::JoinSession(std::string nickname, const std::string& hostname, s32 port, std::string password)
{
s_session_password = password;
s_local_session_password = password;
// TODO: input delay. GGPO Should support changing it on the fly.
const s32 input_delay = 1;