Fix: Splitscreen for proper backend detection

This commit is contained in:
2026-05-25 05:04:04 -04:00
parent ed0823fe95
commit 77b5b16de4
2 changed files with 11 additions and 7 deletions
@@ -1,5 +1,6 @@
// Code implemented by LCEMP, credit if used on other repos
// https://github.com/LCEMP/LCEMP
// Written by DrperkyLegit, Improved upon by Str1k3r/MCLEMP
// https://github.com/DrPerkyLegit
// https://github.com/mclemp
#include "stdafx.h"
@@ -390,7 +391,7 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
std::string authToken = Windows64Launcher::GetAuthenticationToken();
#endif
std::string hostname(ip);
std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
std::string req = "JOIN " + authToken + " 0 " + hostname + " 0\n";
send(s_hostConnectionSocket, req.c_str(), (int)req.length(), 0);
BYTE assignBuf[1];
@@ -550,7 +551,7 @@ DWORD WINAPI WinsockNetLayer::JoinThreadProc(LPVOID param)
std::string authToken = Windows64Launcher::GetAuthenticationToken();
#endif
std::string hostname(s_joinIP);
std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
std::string req = "JOIN " + authToken + " 0 " + hostname + " 0\n";
send(sock, req.c_str(), (int)req.length(), 0);
BYTE assignBuf[1];
@@ -1209,7 +1210,8 @@ bool WinsockNetLayer::JoinSplitScreen(int padIndex, BYTE* outSmallId)
std::string authToken = Windows64Launcher::GetAuthenticationToken();
#endif
std::string hostname(g_Win64MultiplayerIP);
std::string req = "JOIN " + authToken + " 0 " + hostname + "\n";
std::string req = "JOIN " + authToken + " 0 " + hostname + " 1\n";
app.DebugPrintf("Win64 LAN: Sending JOIN request: %s", req.c_str());
send(sock, req.c_str(), (int)req.length(), 0);
BYTE assignBuf[1];