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Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it. MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly. |
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| .. | ||
| GameListDialog.cpp | ||
| GameListDialog.h | ||
| MD5Dialog.cpp | ||
| MD5Dialog.h | ||
| NetPlayDialog.cpp | ||
| NetPlayDialog.h | ||
| NetPlaySetupDialog.cpp | ||
| NetPlaySetupDialog.h | ||
| PadMappingDialog.cpp | ||
| PadMappingDialog.h | ||