Add Gecko Code Whitelist Approval
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@@ -2070,13 +2070,18 @@ bool NetPlayServer::SyncCodes()
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}
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// Sync Gecko Codes
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{
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std::vector<Gecko::GeckoCode> codes = Gecko::LoadCodes(globalIni, localIni);
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#ifdef USE_RETRO_ACHIEVEMENTS
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AchievementManager::GetInstance().FilterApprovedGeckoCodes(codes, game_id);
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#endif // USE_RETRO_ACHIEVEMENTS
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// Create a Gecko Code Vector with just the active codes
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std::vector<Gecko::GeckoCode> s_active_codes =
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Gecko::SetAndReturnActiveCodes(Gecko::LoadCodes(globalIni, localIni));
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std::vector<Gecko::GeckoCode> active_codes = Gecko::SetAndReturnActiveCodes(codes);
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// Determine Codelist Size
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u16 codelines = 0;
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for (const Gecko::GeckoCode& active_code : s_active_codes)
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for (const Gecko::GeckoCode& active_code : active_codes)
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{
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INFO_LOG_FMT(NETPLAY, "Indexing {}", active_code.name);
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for (const Gecko::GeckoCode::Code& code : active_code.codes)
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@@ -2104,7 +2109,7 @@ bool NetPlayServer::SyncCodes()
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pac << MessageID::SyncCodes;
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pac << SyncCodeID::GeckoData;
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// Iterate through the active code vector and send each codeline
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for (const Gecko::GeckoCode& active_code : s_active_codes)
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for (const Gecko::GeckoCode& active_code : active_codes)
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{
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INFO_LOG_FMT(NETPLAY, "Sending {}", active_code.name);
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for (const Gecko::GeckoCode::Code& code : active_code.codes)
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