From ee2b47d6cc2de42faec19a71fc2b8d59231e7115 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 6 Jan 2025 15:21:12 +0100 Subject: [PATCH] Remove variable that was previously refactored away (not sure if that was a good idea) --- Core/HLE/sceNet.cpp | 9 +++++---- Core/HLE/sceNet.h | 1 - 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Core/HLE/sceNet.cpp b/Core/HLE/sceNet.cpp index 1218985b6c..d18f684f89 100644 --- a/Core/HLE/sceNet.cpp +++ b/Core/HLE/sceNet.cpp @@ -216,7 +216,7 @@ void __NetApctlInit() { static void __ResetInitNetLib() { netInited = false; - // netInetInited = false; + SceNetInet::Shutdown(); memset(&netMallocStat, 0, sizeof(netMallocStat)); memset(¶meter, 0, sizeof(parameter)); @@ -313,9 +313,11 @@ void __NetDoState(PointerWrap &p) { return; auto cur_netInited = netInited; - auto cur_netInetInited = netInetInited; + auto cur_netInetInited = SceNetInet::Inited(); auto cur_netApctlInited = netApctlInited; + bool netInetInited = cur_netInetInited; + Do(p, netInited); Do(p, netInetInited); Do(p, netApctlInited); @@ -368,13 +370,12 @@ 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 apctlEvents.clear(); // Discard created resolvers for now (since i'm not sure whether the information in the struct is sufficient or not, and we don't support multi-threading yet anyway) - netResolvers.clear(); + SceNetResolver::Shutdown(); } } diff --git a/Core/HLE/sceNet.h b/Core/HLE/sceNet.h index b636ae1c65..3ae083f22f 100644 --- a/Core/HLE/sceNet.h +++ b/Core/HLE/sceNet.h @@ -243,7 +243,6 @@ private: }; extern bool netInited; -extern bool netInetInited; extern bool netApctlInited; extern u32 netApctlState; extern SceNetApctlInfoInternal netApctlInfo;