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authorcirakg <cirakg@cirakg.xyz>2026-11-02 16:23:40 +0100
committercirakg <cirakg@cirakg.xyz>2026-11-02 16:23:40 +0100
commit35569f65f93ad58ec1c8720e37da9d2517fe3049 (patch)
tree88dca2449238881eb0c44a8d92375be1c308d73d /src/video_core/gpu_split.cpp
parentce1b1de6f1beed36958368f89cda466937ff9716 (diff)
ldn: wait for the host's reply when joining a network
Connect slept for a second while holding packet_mutex, so the host's SyncNetwork reply could not be handled until Connect had already returned success in StationOpened. Players could see each other's group and enter it, but never actually met. Wait on a condition variable instead, accept the reply only from the selected host and session, and fail after five seconds. Check packet sizes and senders, stop duplicate joins from taking another station, and seed session IDs so separate networks don't share one. The SDL frontend never called Network::Init, so its multiplayer option could not join a room. Initialize and shut down networking around the core. Assisted-by: Sol (implementation) Assisted-by: Claude Opus 5.5 (code review)
Diffstat (limited to 'src/video_core/gpu_split.cpp')
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