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* msvc: set warning level to /W4 globallyDanila Malyutin2023-09-031-1/+1
| | | | And fix a bunch of warnings
* general: fix spelling mistakesLiam2023-03-123-10/+10
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* cmake: use correct boost imported targetsAlexandre Bouvier2023-02-281-1/+1
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* cmake: prefer system librariesAlexandre Bouvier2022-12-041-1/+1
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* CMake: Consolidate common PCH headersameerj2022-12-011-7/+1
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* CMake: Use precompiled headersameerj2022-11-302-0/+17
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* Merge pull request #8876 from FearlessTobi/multiplayer-part3bunnei2022-10-014-1/+155
|\ | | | | ldn: Implement "local wireless" networked multiplayer
| * Address some review commentsFearlessTobi2022-09-201-1/+1
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| * ldn: Initial implementationFearlessTobi2022-09-094-1/+155
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* | chore: fix some typosAndrea Pappacoda2022-09-231-1/+1
|/ | | | Fix some typos reported by Lintian
* yuzu: Display current game version in multiplayer roomFearlessTobi2022-08-273-6/+12
| | | | Makes it easier for users to recognize connection errors caused by different game versions.
* network: Use lower timeout for enet_host_serviceFearlessTobi2022-08-272-2/+2
| | | | This allows us to have a 10x higher throughput of packets by using a much shorter waiting time.
* yuzu_room: Remove dependency on coreFearlessTobi2022-08-273-0/+268
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* core, network: Add ability to proxy socket packetsFearlessTobi2022-08-154-209/+168
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* network: Address review commentsFearlessTobi2022-07-254-195/+195
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* network, yuzu: Make copyright headers SPDX-compliantFearlessTobi2022-07-2510-30/+20
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* network, yuzu: Improve variable naming and style consistencyFearlessTobi2022-07-256-30/+32
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* yuzu_cmd: Fix compilationFearlessTobi2022-07-251-12/+0
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* network: Move global state into a seperate classFearlessTobi2022-07-252-15/+25
| | | | Co-Authored-By: Narr the Reg <5944268+german77@users.noreply.github.com>
* common: multiplayer: Use GameInfo typegerman772022-07-253-8/+5
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* Address second part of review commentsFearlessTobi2022-07-253-29/+14
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* Address first part of review commentsFearlessTobi2022-07-251-1/+1
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* Fix compilation on linux gccFearlessTobi2022-07-252-18/+19
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* yuzu: Add ui files for multiplayer roomsFearlessTobi2022-07-254-19/+20
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* network: Add initial files and enet dependencyFearlessTobi2022-07-2511-0/+2889
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* Massive removal of unused modulesJames Rowe2018-01-139-1792/+0
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* Fixed type conversion ambiguityHuw Pascoe2017-09-301-1/+1
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* Added missing parts in libnetwork (#2838)B3n302017-08-196-36/+296
| | | | | * Network: Set and send the game information over enet Added Callbacks for RoomMember and GetMemberList to Room in preparation for web_services.
* Network: Moved NintendoOUI initalization to RoomMember constructorB3n302017-07-262-3/+4
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* Network: Changed timeout for receiving packets to 100msB3n302017-07-165-43/+50
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* Network: Propagate Room closing to connected membersB3n302017-07-163-3/+28
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* Network: Made send async in RoomMemberB3n302017-07-164-25/+70
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* Network: Send the game titleB3n302017-07-166-114/+185
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* Network: Enable sending and receiving chat messagesB3n302017-07-163-0/+79
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* Network: Handle the disconnect of a clientB3n302017-07-161-1/+18
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* Network: Enable to send WifiPacketsB3n302017-07-163-1/+82
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* Network: Send JoinRequest and handle the answer in RoomMemberB3n302017-07-162-2/+125
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* Network: Handle join request in RoomB3n302017-07-162-1/+205
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* Network: Added Packet class for serializationB3n302017-07-163-0/+423
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* Network: Threads for Room and RoomMemberB3n302017-07-164-13/+119
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* Implement basic virtual Room support based on enet (#2803)B3n302017-07-077-0/+350
* Added support for network with ENet lib, connecting is possible, but data can't be sent, yet. * fixup! Added support for network with ENet lib, * fixup! CLang * fixup! Added support for network with ENet lib, * fixup! Added support for network with ENet lib, * fixup! Clang format * More fixups! * Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Clang again * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classes * fixup! Moved ENetHost* and ENetPeer* into pimpl classes