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https://github.com/RetroPortingToolKit/psxrecomp
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buiild with ICE
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@@ -167,7 +167,7 @@ is zero-init.
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| CMake option | Default | Effect |
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| ------------------ | ------- | --------------------------------------------------------------------------------------------- |
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| `PSX_NETPLAY` | OFF | Link `recomp-net` + lobby client; advertise **full netplay UI** when the title has 2+ players |
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| `PSX_NETPLAY` | OFF | Link `recomp-net` + lobby client; advertise **full netplay UI** when the title has 2+ players. Also defaults `RNET_ENABLE_ICE=ON` (libjuice) unless `-DRNET_ENABLE_ICE=OFF`. |
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| `PSX_SETUP_WIZARD` | OFF | Advertise **first-run setup wizard + Generate & rebuild** (`GameInfo.setup_wizard_supported`) |
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+9
-6
@@ -76,9 +76,11 @@ asymmetric NAT does not strand players on failed ICE attempts.
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**ICE** (with **TURN** relay via the project’s coturn on
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`netplay.retcomm.net`) remains part of the stack for discovery,
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signaling, and fallbacks. Builds that need ICE link libjuice with
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`-DRNET_ENABLE_ICE=ON`. “Force TURN” in the UI can raise delay floors for
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relay-heavy paths; it does not replace the SFU online architecture above.
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signaling, and fallbacks. With `PSX_NETPLAY=ON`, `runtime.cmake` defaults
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`RNET_ENABLE_ICE=ON` (libjuice) before adding `recomp-net`. Pass
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`-DRNET_ENABLE_ICE=OFF` only for LAN-only / no-FetchContent builds.
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“Force TURN” in the UI can raise delay floors for relay-heavy paths; it
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does not replace the SFU online architecture above.
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### LAN / Direct IP (P2P star)
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@@ -153,9 +155,10 @@ Generate & rebuild / prepare flows should point at the **`.cue`**, not a lone
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2. Before `include(runtime.cmake)`: `set(PSX_NETPLAY ON CACHE BOOL … FORCE)`.
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3. `psxrecomp_add_game_runtime(… ENABLE_NETPLAY_IF_PRESENT …)` with
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`MAX_PLAYERS` / `game.toml` `players` set correctly.
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4. For ICE builds: `-DRNET_ENABLE_ICE=ON`.
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5. Fill `[netplay]` disc gates for multi-track games.
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6. Test LAN 2P, then online lobby; soak rollback + FMV if the title uses media.
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ICE (libjuice) defaults ON with `PSX_NETPLAY`; override with
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`-DRNET_ENABLE_ICE=OFF` if needed.
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4. Fill `[netplay]` disc gates for multi-track games.
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5. Test LAN 2P, then online lobby; soak rollback + FMV if the title uses media.
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This document will grow as N-way rollback confirmation, SFU soak on 5P titles,
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and further ICE/SFU policy land.
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@@ -183,6 +183,8 @@ jobs:
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# SCPH1001) locally via the wizard, then rebuild.
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# Prefer -DPSXRECOMP_FORCE_SETUP_HOST=ON (psxrecomp_add_game_runtime).
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# Legacy -DYOURGAME_FORCE_SETUP_HOST=ON still works if the title wires it.
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# Titles with PSX_NETPLAY=ON in CMakeLists get RNET_ENABLE_ICE=ON from
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# runtime.cmake (libjuice FetchContent — needs network at configure).
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cmake -S . -B build-ci -G Ninja \
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-DCMAKE_BUILD_TYPE=Release \
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-DPSXRECOMP_FORCE_SETUP_HOST=ON \
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