These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed. Additionally displays LDN game status in the game selection window when RyuLDN is enabled. Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
27 lines
1.0 KiB
C#
27 lines
1.0 KiB
C#
using Ryujinx.HLE.HOS.Services.Ldn.Types;
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using Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.Types;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator
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{
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interface INetworkClient : IDisposable
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{
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ProxyConfig Config { get; }
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bool NeedsRealId { get; }
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event EventHandler<NetworkChangeEventArgs> NetworkChange;
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void DisconnectNetwork();
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void DisconnectAndStop();
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NetworkError Connect(ConnectRequest request);
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NetworkError ConnectPrivate(ConnectPrivateRequest request);
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ResultCode Reject(DisconnectReason disconnectReason, uint nodeId);
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NetworkInfo[] Scan(ushort channel, ScanFilter scanFilter);
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void SetGameVersion(byte[] versionString);
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void SetStationAcceptPolicy(AcceptPolicy acceptPolicy);
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void SetAdvertiseData(byte[] data);
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bool CreateNetwork(CreateAccessPointRequest request, byte[] advertiseData);
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bool CreateNetworkPrivate(CreateAccessPointPrivateRequest request, byte[] advertiseData);
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}
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}
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