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RemotePlay-based Connection #18
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dhleong
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I think we ought to be able to reuse the TcpDeviceSocket logic for sending and receiving packets...
Probably unnecessary since it *should* be 16 bytes
In particular, this resulted in us getting an incomplete RP-Key, which was the cause of our consistently failed auth attempts at the ctrl endpoint
This simplifies some code sharing, and gives us one spot to validate RP-Key
Not quite sure what's going on...
We have to ref() it to prevent the agent from killing things
Also cleans up RemotePlayDeviceConnection somewhat
Standby now works properly for PS5!
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The BufferPacketProcessor sort of assumes that the whole stream is encoded, but that's not how the RemotePlay protocol works.
Just in case order is significant
In the RemotePlay protocol, we should *only* increment the counters if there was actually a payload to encrypt/decrypt. We were *always* trying to encrypt/decrypt, which incorrectly incremented counters, causing a desync with the host device. Passcode auth works now!
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This PR sets up the initial support for implementing IDeviceConnection using the RemotePlay protocol. Included is basic login and standby support. Probably will want to try to support login passcode support before merging.
Of note: there was a bug in how we handled login, so the credentials needed to actually login are probably incomplete if you used that method. This situation will be detected and you should be notified of the need to re-authenticate. We don't yet (but probably should) add a flag to ignore existing credentials to force re-auth for this case.
It looks like we can additionally support the on-screen-keyboard with this API, but button presses may be a separate API, and there may not be an equivalent for starting apps/games.