Fix: Splitscreen for proper backend detection
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@@ -1,5 +1,6 @@
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// Code implemented by LCEMP, credit if used on other repos
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// https://github.com/LCEMP/LCEMP
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// Written by DrperkyLegit, Improved upon by Str1k3r/MCLEMP
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// https://github.com/DrPerkyLegit
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// https://github.com/mclemp
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#include "stdafx.h"
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@@ -390,7 +391,7 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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std::string authToken = Windows64Launcher::GetAuthenticationToken();
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#endif
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std::string hostname(ip);
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std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
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std::string req = "JOIN " + authToken + " 0 " + hostname + " 0\n";
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send(s_hostConnectionSocket, req.c_str(), (int)req.length(), 0);
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BYTE assignBuf[1];
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@@ -550,7 +551,7 @@ DWORD WINAPI WinsockNetLayer::JoinThreadProc(LPVOID param)
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std::string authToken = Windows64Launcher::GetAuthenticationToken();
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#endif
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std::string hostname(s_joinIP);
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std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
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std::string req = "JOIN " + authToken + " 0 " + hostname + " 0\n";
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send(sock, req.c_str(), (int)req.length(), 0);
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BYTE assignBuf[1];
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@@ -1209,7 +1210,8 @@ bool WinsockNetLayer::JoinSplitScreen(int padIndex, BYTE* outSmallId)
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std::string authToken = Windows64Launcher::GetAuthenticationToken();
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#endif
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std::string hostname(g_Win64MultiplayerIP);
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std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
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std::string req = "JOIN " + authToken + " 0 " + hostname + " 1\n";
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app.DebugPrintf("Win64 LAN: Sending JOIN request: %s", req.c_str());
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send(sock, req.c_str(), (int)req.length(), 0);
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BYTE assignBuf[1];
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