Aug 7 - sync with upstream - #468
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…nMsgStartGame, FindGameFile
If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
All it can do at this point is quit the current netplay session when backing out of this screen.
Put all the boring settings at the bottom to reduce scrolling!
Includes chat, game changes, pad buffer changes and host input authority. Merges them all into the chat window.
Remove the big saveSetup function and set individual settings immediately after being changed in the UI. Group them all under Netplay.Settings
…forcing the user to exit
Boot session data is already handled when the game is booted so this is just fallback in case the game launch fails in some weird way. Add missing @keep annotations to functions called from C++
An orientation change can trigger this code path immediately when a game starts. e.g. dolphin is portrait when launching the game but settings force gameplay to landscape. We want to avoid this and continue to the netplay launch code below. If the user backgrounds dolphin during netplay and then resumes after the process has died it will actually resume from the save state in single player mode, not sure if thats good or bad but fine for now. Netplay doesnt handle rotation very well, seems to go more and more out of sync the more rotations.
When transferring saves from the host. Equivalent of ChunkedProgressDialog in QT.
Create a new NetplaySession each time we try to join a netplay game. Hold onto it in NetplayManager so its available to the different activities that need to access it. Close the session when backing out of the netplay UI. Some guardrails in case things go out of sync: creating a session closes the old one if it is still around for some reason, finalizer in NetplaySession to release native resources if not closed explicitly for some reason. Profiling done to ensure all kotlin and native objects are successfully cleared / garbage collected.
Show them in the chat window and also in a toast during game play.
We just about get away with using a StateFlow in NetplaySession since the host sends AbortGameDigest when closing their own dialog. Without that it would be harder for the UI to distinguish between subsequent dialogs. If that wasn't the case then NetplaySession might need to expose the individual progress and result updates and have the view model assemble it into the overall GameDigestProgress.
A player's own messages don't come back via the server.
Also fix bottom sheets so they survive rotation
De-duplicates the two inline implementations and prepares it for use from Android.
Doesn't support traversal yet
Traversal connections show in the joining info UI. Non fatal errors show the retry button. Fatal errors end the netplay session.
…date GameINI: Update codes to unlock Black Edition and Collector's Edition in Need for Speed (update to dolphin-emu#14581)
InputCommon: return the device list directly in GetAllDevices
Otherwise we can get some really weird build issues
…-sdl AboutDialog: Fix compilation with ENABLE_SDL=OFF
…g-DolphinQt-FifoAnalyzer DolphinQt/FIFO/FifoAnalyzer: Use structured bindings
Make sure CMAKE_OSX_SYSROOT is set
…s-with-`nullptr` Replace zero constants with `nullptr`
…useless-dlls windeployqt: Disable uneeded DLLs
IP/Top: Add getaddrinfo() error log message
Replace functional cast with `static_cast`
Better validation and handling of GCZ
…-nowayland Forbid EGL_PLATFORM to be "wayland"
…uctors Use designated constructors
83dc468 broke the OSD message that shows the number of custom textures. If Prefetch Custom Textures was disabled, the number would always be 0.
VideoCommon: Fix custom texture count in OSD message
msg_in and msg_out were ending up with only 4-byte alignment, which is undefined behaviour, since they contain 64-bit fields. Probably doesn't cause any issues, but it showed up in ubsan.
Mach exception thread: Fix msg alignment
Common/BitCastPtr: Prevent destination type to be a pointer
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Do not merge, let CI run.
Update from upstream:
No major new features, bug fix/improvements from upstream updates.