452 Commits
Author SHA1 Message Date
Dr. Dystopia 08e183d322 Replace string concatination with fmt::format 2026-07-28 12:39:54 +02:00
Tom Pratt 1d1c9696ae lint formatting 2026-05-19 12:03:02 +02:00
Tom Pratt 4d1e749977 WithSession helper function
Handles the repeated boiler plate of using a weak reference to NetplaySession from NetplayUICallbacks
2026-05-19 12:03:02 +02:00
Tom Pratt 06cc09cf09 Pass immutable games list to NetplayUICallbacks
Remove corresponding jni config.

Rename Netplay to NetplaySession in jni config to match new kotlin name.
2026-05-19 12:03:02 +02:00
Tom Pratt f63b81dd39 Use unique_ptr when creating netplay client / server 2026-05-19 12:03:01 +02:00
Tom Pratt 1bc64a0e6e Fix netplay license headers 2026-05-19 12:03:01 +02:00
Tom Pratt 4c0bf2944b Implement DoAllPlayersHaveGame() check 2026-05-19 12:03:01 +02:00
Tom Pratt 76ae445694 Add network mode picker for host 2026-05-19 12:03:00 +02:00
Tom Pratt 1c2806dfe9 Add host buffer settings for fair input delay mode
Also rename max buffer to client buffer for better consistency with settings and c++
2026-05-19 12:03:00 +02:00
Tom Pratt 86de5ef4b0 Handle traversal state changes and errors
Traversal connections show in the joining info UI.
Non fatal errors show the retry button.
Fatal errors end the netplay session.
2026-05-19 12:03:00 +02:00
Tom Pratt 86a0f22887 Show joining info for local and external IP addresses
Doesn't support traversal yet
2026-05-19 12:03:00 +02:00
Tom Pratt 6655672ee3 Add ability to choose game when hosting
Also fix bottom sheets so they survive rotation
2026-05-19 12:02:59 +02:00
Tom Pratt 77f08364db Create NetPlayServer and start game 2026-05-19 12:02:59 +02:00
Tom Pratt f9baecd5ed Implement OnMsgPowerButton 2026-05-19 12:02:59 +02:00
Tom Pratt acbf9e155f Game digest progress dialog
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.
2026-05-19 12:02:58 +02:00
Tom Pratt 117d1d71ac Handle desync messages
Show them in the chat window and also in a toast during game play.
2026-05-19 12:02:58 +02:00
Tom Pratt abd324e98d Make NetplaySession not a singleton
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.
2026-05-19 12:02:58 +02:00
Tom Pratt 183d6d778c Use existing settings API instead of custom jni calls 2026-05-19 12:02:58 +02:00
Tom Pratt 8141a74671 Show save transfer progress
When transferring saves from the host. Equivalent of ChunkedProgressDialog in QT.
2026-05-19 12:02:57 +02:00
Tom Pratt b52ffa3e8b Release boot session data during Netplay cleanup
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++
2026-05-19 12:02:57 +02:00
Tom Pratt b1b133b036 Implement OnConnectionLost, show a dialog on the main netplay screen forcing the user to exit 2026-05-19 12:02:56 +02:00
Tom Pratt 38b5c7370c Implement StopGame callback and use it to finish the emulation activity 2026-05-19 12:02:56 +02:00
Tom Pratt 86956b21be Settings refactor
Remove the big saveSetup function and set individual settings immediately after being changed in the UI. Group them all under Netplay.Settings
2026-05-19 12:02:56 +02:00
Tom Pratt 65e4c60158 Max buffer 2026-05-19 12:02:56 +02:00
Tom Pratt c32732714e Implement more NetPlayUICallbacks
Includes chat, game changes, pad buffer changes and host input authority. Merges them all into the chat window.
2026-05-19 12:02:55 +02:00
Tom Pratt d9e2725e85 Implement player list 2026-05-19 12:02:55 +02:00
Tom Pratt f52ca02ca2 Show client connection errors and handle connection result
If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
2026-05-19 12:02:54 +02:00
Tom Pratt 3ed9174208 Store netplay BootSessionData and use it to run the netplay game 2026-05-19 12:02:54 +02:00
Tom Pratt 766374434c Pass game list to NetPlayUICallbacks and implement OnMsgChangeGame, OnMsgStartGame, FindGameFile 2026-05-19 12:02:54 +02:00
Tom Pratt 1464fdfc28 Add NetPlayClient join and stub NetPlayUICallbacks 2026-05-19 12:02:54 +02:00
Tom Pratt a1983e5fa2 Add Netplay settings JNI layer and wire up NetplaySetupViewModel 2026-05-19 12:02:54 +02:00
JosJuice 4470534dc5 Android: Move alert message log from Kotlin to C++
For some reason, NativeLibrary.kt calling Log for the alert message text
makes Dolphin die with a JNI error. Supposedly the jstring passed to the
logging function is invalid. I don't understand why, because the dialog
that we show right afterwards is able to read the string just fine. The
error happens even if I pass the string directly to Log without
prepending any extra text.

There's no real downside to having the logging in C++ instead of Kotlin,
so let's move it to C++ to avoid the JNI error.
2026-05-08 10:56:51 +02:00
JosJuice c73dde2193 Android: Remove HostThreadLock
Follow-up to 068947e. HostThreadLock no longer serves a purpose.
2026-04-29 18:55:18 +02:00
JosJuice cc01a60347 GCAdapter: Automatically start and stop thread
This keeps the logic encapsulated inside GCAdapter.cpp so callers don't
have to think about it.
2026-04-18 19:40:25 +02:00
Tillmann Karras f06aef4f83 Improve NAND import progress dialog
Now with cancel button and an actual progress bar. For simplicity, we do
two passes on the progress bar, one for loading the NAND into memory and
one for extracting it. The user directory is likely on an SSD, making
the extraction pass invisibly fast.
2026-04-04 22:02:45 +01:00
Simonx22 d2e381090c DolphinQt: Improve Gecko code download failure message 2026-03-03 11:09:39 -05:00
JosJuice 5440c7737f Explicitly transfer control of SYSCONF to emulated system
The functions SaveToSYSCONF and LoadFromSYSCONF contain checks for
whether emulation is running. The intent of this is that when we're
emulating a Wii, the emulated system may write to SYSCONF whenever it
likes and does not expect anything else to write to SYSCONF, so the
host code shouldn't access SYSCONF while emulation is ongoing. However,
Core::IsRunning is an imperfect proxy for whether we've handed over
control of SYSCONF to the emulated system yet, as the actual handover
happens at a slightly different point in time than when the emulation
state is changed. This usually isn't a problem, but in theory it could
be a determinism problem if a setting is changed right as emulation is
starting, or it could cause the emulated software to briefly misbehave
if a setting is changed right as emulation is stopping.

Things got worse in 72cf2bdb87 when I
replaced the Core::IsRunning calls with !Core::IsUninitialized. With
IsRunning, there was be a period of time where SYSCONF should have been
protected but wasn't. With !IsUninitialized, there was a period of time
where SYSCONF shouldn't have been protected but was, and crucially, this
period of time included the moments where we do setup and teardown of
the emulated NAND, which broke transferring SYSCONF settings between the
host and the guest. 72cf2bdb87 was
reverted because of this.

This commit adds a flag that we explicitly flip when control is handed
over to or from the emulated system. This protects the SYSCONF file
for exactly as long as is needed.
2026-02-14 10:05:27 +01:00
Jordan Woyak dd2b94cd4a Merge pull request #13594 from jordan-woyak/state-cleanups
State: Simplify interthread communication and general cleanups.
2026-02-03 16:50:52 -06:00
Sintendo 60ca0626df Remove VectorToJStringArray 2026-01-24 16:50:10 +01:00
Sintendo f2e1c71803 Common/FileSearch: Refactor DoFileSearch 2026-01-24 16:50:10 +01:00
Jordan Woyak 2322437f96 State: Simplify interthread communication and cleanups. Save/Load calls are now always non-blocking for the caller, but appropriately block the CPU thread as needed. 2026-01-19 21:56:59 -06:00
JosJuice 0ba32f7add Android: Detect when native code should flush unsaved data 2026-01-19 21:56:09 -06:00
Joshua Vandaële 55f0715ad4 c++23: Replace Common::ToUnderlying with std::to_underlying
Requires at least GCC 11, Clang 13, MSVC 19.30 (VS2022 17.0), or AppleClang 13.1.6 (XCode 13.3).
2026-01-09 23:49:10 +01:00
JosJuice f4f7424a9f Merge pull request #13583 from LillyJadeKatrin/retroachievements-android
Android Support for RetroAchievements
2025-11-22 17:00:03 +01:00
LillyJadeKatrin ddced1a070 RetroAchievements - Android login callback
Modify the RetroAchievements login code in Android to pass in a callback, pop a message if login fails, close the login box if it succeeds.
2025-11-18 20:40:15 -05:00
JosJuice f966c55e0c Merge pull request #14097 from Simonx22/android/network-helper-kotlin
Android: Convert NetworkHelper to Kotlin
2025-11-17 20:28:20 +01:00
LillyJadeKatrin 1e0f6a557e Android Achievements - Hardcore disables
Disables state loading and emulation speeds below 100% when RetroAchievements hardcore mode is enabled.
2025-11-16 22:05:54 -05:00
LillyJadeKatrin f4f26a26d2 Add login to achievement settings 2025-11-16 22:05:54 -05:00
LillyJadeKatrin b662cd93ce Add Achievements submenu to Android settings 2025-11-16 22:05:53 -05:00
JosJuice b6e062f2e3 Merge pull request #13689 from JosJuice/lock-core-any-thread
Core: Let any thread call previously host-thread-only functions
2025-11-16 18:35:17 +01:00