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Try ANR2ME's sceNetInet implementation
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@@ -216,7 +216,7 @@ void __NetApctlInit() {
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static void __ResetInitNetLib() {
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netInited = false;
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SceNetInet::Shutdown();
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netInetInited = false; // shouldn't this actually do something?
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memset(&netMallocStat, 0, sizeof(netMallocStat));
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memset(¶meter, 0, sizeof(parameter));
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@@ -275,7 +275,7 @@ void __NetShutdown() {
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Net_Term();
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SceNetResolver::Shutdown();
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SceNetInet::Shutdown();
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__NetInetShutdown();
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__NetApctlShutdown();
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__ResetInitNetLib();
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@@ -313,11 +313,9 @@ void __NetDoState(PointerWrap &p) {
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return;
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auto cur_netInited = netInited;
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auto cur_netInetInited = SceNetInet::Inited();
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auto cur_netInetInited = netInetInited;
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auto cur_netApctlInited = netApctlInited;
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bool netInetInited = cur_netInetInited;
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Do(p, netInited);
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Do(p, netInetInited);
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Do(p, netApctlInited);
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@@ -370,6 +368,7 @@ void __NetDoState(PointerWrap &p) {
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if (p.mode == p.MODE_READ) {
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// Let's not change "Inited" value when Loading SaveState in the middle of multiplayer to prevent memory & port leaks
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netApctlInited = cur_netApctlInited;
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netInetInited = cur_netInetInited;
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netInited = cur_netInited;
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// Discard leftover events
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