Commit Graph
24 Commits
Author SHA1 Message Date
ANR2ME 9209fb7c6e Shouldn't return as soon as possible when a blocking PtpConnect is getting ECONNREFUSED error, since it should be treated as ETIMEDOUT on non-Windows platform 2022-03-24 08:34:01 +07:00
ANR2ME 03b6d1ed01 Updated MatchingArgs comment 2022-01-20 03:00:23 +07:00
ANR2ME ed7f1b72e2 An attempt to implement AdhocDiscover (can only Cancel the progress for now) 2021-10-01 12:13:03 +07:00
ANR2ME 4eca124710 Blocks current thread to synchronize initial GameMode data. Fixes desync issue when GameMode multiplayer mission is being started. 2020-10-29 06:08:51 +07:00
ANR2ME 0157fe4988 Updated GameMode API (Fixed Pocket Pool) 2020-10-29 06:00:16 +07:00
ANR2ME 8a96112e1a Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly. 2020-10-09 23:37:35 +07:00
ANR2ME 57584343a2 Simulate blocking PtpFlush 2020-09-08 19:16:44 +07:00
ANR2ME a05da1a8c5 Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server 2020-09-04 13:09:45 +07:00
ANR2ME 439171fc56 An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior. 2020-09-04 13:09:44 +07:00
ANR2ME 6a9cf0f575 An attempt to differentiate adhoc connect, create, and join. 2020-09-04 13:09:44 +07:00
ANR2ME 8dec09703f Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log 2020-08-13 00:59:50 +07:00
ANR2ME 90ff382c59 Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state. 2020-08-02 08:49:58 +07:00
ANR2ME f927ca795c Added a fake thread to process Apctl Request Events into Apctl State Changes 2020-07-29 02:27:39 +07:00
ANR2ME a0f0973462 Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect. 2020-07-23 12:09:28 +02:00
ANR2ME 1d30a9efec Fix possible crash issue during Networking Cleanup 2020-07-22 23:13:41 +02:00
ANR2ME 2ca6a4f0d7 Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes 2020-07-22 22:22:59 +02:00
ANR2ME fa36c2edab Improved multiplayer stability regardless of I/O Timing method 2020-07-20 19:12:55 +02:00
ANR2ME fb7d50e5c2 Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc) 2020-07-20 18:09:16 +02:00
ANR2ME da5b54e630 Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data 2020-07-20 12:19:40 +02:00
Peter Tissen a7d9370a69 don't use Thread* to create thread
slightly less hacky, as in, a little bit closer to what the actual PSP does, although the timings are still complete guesses

also

* Protect the adhoc Events by a mutex lock
* don't use emplace_back since symbian doesn't compile with it
2015-01-04 18:58:42 +01:00
AdamN 7f7b2a3800 Fixed some bugs (ie. possible of memory leaks) on Adhoc, and implement a few more Adhoc functions. 2014-06-24 23:43:03 +07:00
Unknown W. Brackets d65af7353b Avoid some ChunkFile includes. 2014-03-15 11:32:57 -07:00
Igor Calabria 0574e6e1d1 More functions and support for games that use the netdiag 2013-10-29 21:39:45 +00:00
Henrik Rydgard cc8e4cb8fe Split out sceNetAdhoc* into a separate file from sceNet. 2013-09-07 00:55:42 +02:00