Netplay Desync Detection:
for some games CDROM async readahead seems to cause desyncs (most notable during testing were the tekken games) so for now disabling it during netplay games seems like the only option.
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@ -184,6 +184,10 @@ void Netplay::SetSettings()
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// no block linking, it degrades savestate loading performance
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si.SetBoolValue("CPU", "RecompilerBlockLinking", false);
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// for some games CDROM async readahead seems to cause desyncs (most notable during testing were the tekken games)
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// so for now disabling it seems like the only option
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si.SetIntValue("CDROM", "ReadaheadSectors", 0);
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Host::Internal::SetNetplaySettingsLayer(&si);
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}
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@ -538,11 +542,12 @@ bool Netplay::NpOnEventCb(void* ctx, GGPOEvent* ev)
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HandleTimeSyncEvent(ev->u.timesync.frames_ahead, ev->u.timesync.timeSyncPeriodInFrames);
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break;
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case GGPOEventCode::GGPO_EVENTCODE_DESYNC:
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sprintf(buff, "Netplay Desync Detected!: Frame: %d, L:%u, R:%u", ev->u.desync.nFrameOfDesync,
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sprintf(buff, "Possible Desync Detected: Frame: %d, L:%u, R:%u", ev->u.desync.nFrameOfDesync,
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ev->u.desync.ourCheckSum, ev->u.desync.remoteChecksum);
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msg = buff;
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Host::AddKeyedOSDMessage("Netplay", msg);
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break;
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Log_InfoPrintf("%s", msg.c_str());
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Host::AddKeyedOSDMessage("Netplay", msg, 5);
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return true;
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default:
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sprintf(buff, "Netplay Event Code: %d", ev->code);
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msg = buff;
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