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(Netplay) Backport - [PATCH] Should fix few issues with netplay.
One perf fix and 3/4 player fix.
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@ -568,8 +568,15 @@ int16_t input_state_net(unsigned port, unsigned device,
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unsigned idx, unsigned id)
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unsigned idx, unsigned id)
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{
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{
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netplay_t *netplay = (netplay_t*)netplay_data;
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netplay_t *netplay = (netplay_t*)netplay_data;
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if (netplay_is_alive(netplay))
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if (netplay_is_alive(netplay))
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{
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/* Only two players for now. */
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if (port > 1)
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return 0;
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return netplay_input_state(netplay, port, device, idx, id);
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return netplay_input_state(netplay, port, device, idx, id);
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}
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return netplay->cbs.state_cb(port, device, idx, id);
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return netplay->cbs.state_cb(port, device, idx, id);
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}
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}
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@ -56,7 +56,7 @@ static void netplay_net_post_frame(netplay_t *netplay)
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{
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{
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const struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr];
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const struct delta_frame *ptr = &netplay->buffer[netplay->other_ptr];
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if ((ptr->simulated_input_state != ptr->real_input_state)
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if (memcmp(ptr->simulated_input_state, ptr->real_input_state, sizeof(ptr->real_input_state)) != 0
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&& !ptr->used_real)
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&& !ptr->used_real)
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break;
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break;
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netplay->other_ptr = NEXT_PTR(netplay->other_ptr);
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netplay->other_ptr = NEXT_PTR(netplay->other_ptr);
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