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Qt: Properly cap number of attached players by platform (fixes #2807)
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@ -10,6 +10,7 @@ Other fixes:
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- Core: Allow sending thread requests to a crashed core (fixes mgba.io/i/2784)
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- Qt: Fix crash when attempting to use OpenGL 2.1 to 3.1 (fixes mgba.io/i/2794)
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- Qt: Disable sync while running scripts from main thread (fixes mgba.io/i/2738)
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- Qt: Properly cap number of attached players by platform (fixes mgba.io/i/2807)
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Misc:
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- Qt: Include wayland QPA in AppImage (fixes mgba.io/i/2796)
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- Qt: Stop eating boolean action key events (fixes mgba.io/i/2636)
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@ -214,10 +214,6 @@ MultiplayerController::~MultiplayerController() {
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}
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bool MultiplayerController::attachGame(CoreController* controller) {
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if (m_lockstep.attached == MAX_GBAS) {
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return false;
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}
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if (m_lockstep.attached == 0) {
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switch (controller->platform()) {
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#ifdef M_CORE_GBA
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@ -243,6 +239,10 @@ bool MultiplayerController::attachGame(CoreController* controller) {
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switch (controller->platform()) {
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#ifdef M_CORE_GBA
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case mPLATFORM_GBA: {
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if (m_lockstep.attached >= MAX_GBAS) {
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return false;
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}
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GBA* gba = static_cast<GBA*>(thread->core->board);
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GBASIOLockstepNode* node = new GBASIOLockstepNode;
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@ -259,6 +259,10 @@ bool MultiplayerController::attachGame(CoreController* controller) {
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#endif
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#ifdef M_CORE_GB
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case mPLATFORM_GB: {
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if (m_lockstep.attached >= 2) {
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return false;
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}
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GB* gb = static_cast<GB*>(thread->core->board);
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GBSIOLockstepNode* node = new GBSIOLockstepNode;
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