Try ANR2ME's sceNetInet implementation

This commit is contained in:
Henrik Rydgård committed 2025-01-07 10:31:32 +01:00
1 parent 1e3e5c483e
commit 895d8eb7fa
15 files changed
+2537 -1611

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+4 -5
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@@ -216,7 +216,7 @@ void __NetApctlInit() {
static void __ResetInitNetLib() {
netInited = false;
SceNetInet::Shutdown();
netInetInited = false; // shouldn't this actually do something?
memset(&netMallocStat, 0, sizeof(netMallocStat));
memset(&parameter, 0, sizeof(parameter));
@@ -275,7 +275,7 @@ void __NetShutdown() {
Net_Term();
SceNetResolver::Shutdown();
SceNetInet::Shutdown();
__NetInetShutdown();
__NetApctlShutdown();
__ResetInitNetLib();
@@ -313,11 +313,9 @@ void __NetDoState(PointerWrap &p) {
return;
auto cur_netInited = netInited;
auto cur_netInetInited = SceNetInet::Inited();
auto cur_netInetInited = netInetInited;
auto cur_netApctlInited = netApctlInited;
bool netInetInited = cur_netInetInited;
Do(p, netInited);
Do(p, netInetInited);
Do(p, netApctlInited);
@@ -370,6 +368,7 @@ void __NetDoState(PointerWrap &p) {
if (p.mode == p.MODE_READ) {
// Let's not change "Inited" value when Loading SaveState in the middle of multiplayer to prevent memory & port leaks
netApctlInited = cur_netApctlInited;
netInetInited = cur_netInetInited;
netInited = cur_netInited;
// Discard leftover events