| Commit message (Collapse) | Author | Age | Files | Lines |
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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)
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(#4480)" (#4532)
This reverts commit 218c6705d950635bc18f8458d738a1996fb592b6.
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4532
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.
Also adds an abstraction layer in `Common` so future changes are quicker
and easier.
Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if
This should be about equal or superior performance as unordered_dense for everything except iteration.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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system is created (#3688)
- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual
I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.
there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file
now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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ankerl::unordered_dense::map/set variants (#3442)
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is
in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained
i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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This is adapted from kleidis old PR to Azahar. Changes from it:
- Fixed inconsistent button styling in the dialog for connection
- Allowed to hide both empty and full rooms.
- Proper serving of preferred games
- Enables web service for android by default
- Better implementation of multiplayer.cpp that works with oop
Also fixes the room network class and turns it into a static namespace
in network
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
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