Refactors the AR/Gecko/Patch code approval process to verify from every possible game ini, not just the base game ID. This fixes codes on specific revisions or codes general to any region.
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,bufferin,clen,collet,datas,delt,fpr,inout,inport,interm,pixelx,re-use,re-used,sav,stateman,strat,wil`
In WiimoteReal.cpp, JitRegCache.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In ConvertDialog.cpp, the `std::mem_fn` helper was removed because ranges algorithms are able to handle pointers to member functions as predicates.
In DITSpecification.cpp, MaterialAsset.cpp, and ShaderAsset.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In NetPlayClient.cpp, the non-trivial `NetPlay::Player` elements were being passed by value in `NetPlayClient::DoAllPlayersHaveGame()`. This has been fixed.
In WIABlob.cpp, the second example's predicate was returning the `std::optional` by value instead of implicitly converting it to a bool. This has been fixed.
If the host is in hardcore mode, all joining players will be set to hardcore mode; if not, all joining players will be set to softcore. This ensures all players have the same settings and remain synchroized.
using portmapping with hosting while using traversal server (which is possible by checking the option while under "direct connect" and flipping back to traversal server) causes dolphin to request a mapping to external port 0.
In UPnP a mapping to external port 0 is actually the wildcard, which means that connection requests on all
external ports (that are not otherwise mapped) will be forwarded to the client.
Additionally it seems like using port mapping with traversal server is probably not expected behavior, as the option checkbox disappears when traversal server is used.
ESCore implements the core functionality that can also be used outside of emulation. ESDevice implements the IOS device and is only available during emulation.
This was previously copying each pair out of the vector returned by
GetInterfaceListInternal() when we just need to emplace the first entry
of each pair.