Netplay: TestNetplaySession should just shutdown
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8c87592f77
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@ -1430,7 +1430,7 @@ void Netplay::SetSettings()
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Settings::GetControllerTypeName(ControllerType::DigitalController));
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}
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//si.SetStringValue("CPU", "ExecutionMode", "Interpreter");
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// si.SetStringValue("CPU", "ExecutionMode", "Interpreter");
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// No runahead or rewind, that'd be a disaster.
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si.SetIntValue("Main", "RunaheadFrameCount", 0);
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@ -1643,7 +1643,7 @@ void Netplay::SetInputs(Netplay::Input inputs[2])
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}
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void Netplay::TestNetplaySession(s32 local_handle, u16 local_port, const std::string& remote_addr, u16 remote_port,
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s32 input_delay, std::string game_path)
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s32 input_delay, std::string game_path)
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{
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// dont want to start a session when theres already one going on.
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if (IsActive())
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@ -1662,14 +1662,14 @@ void Netplay::TestNetplaySession(s32 local_handle, u16 local_port, const std::st
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{
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// this'll call back to us to shut everything netplay-related down
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Log_ErrorPrint("Failed to Create Netplay Session!");
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CloseSession();
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System::ShutdownSystem(false);
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}
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}
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bool Netplay::CreateSession(std::string nickname, s32 port, s32 max_players, std::string password)
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{
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// TODO: Password
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const s32 input_delay = 1;
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if (!Netplay::Start(true, std::move(nickname), std::string(), port, input_delay))
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@ -1681,7 +1681,7 @@ bool Netplay::CreateSession(std::string nickname, s32 port, s32 max_players, std
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{
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// Load savestate if available and only when you are the host.
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// the other peers will get state from the host
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auto save_path = fmt::format("{}\\netplay\\{}.sav",EmuFolders::SaveStates, System::GetRunningSerial());
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auto save_path = fmt::format("{}\\netplay\\{}.sav", EmuFolders::SaveStates, System::GetRunningSerial());
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System::LoadState(save_path.c_str());
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}
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