Commit Graph
72 Commits
Author SHA1 Message Date
Unknown W. Brackets afe52db366 Fix some issues in sceNetAdhoc with old savestates.
This was causing the PPGe dlist to be shared with the thread, causing
weirdness and a double-free on exit.
2015-04-27 07:53:19 -07:00
Unknown W. Brackets 0847d46b79 Remove always-true condition.
It was only for logging anyway, can't be that important.
2015-04-08 12:15:41 -07:00
Unknown W. Brackets 2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets fcf0518223 Update all the HLE tables with arg and ret info. 2015-03-22 20:51:55 -07:00
Unknown W. Brackets dad8f5cd25 Fix a bad pointer dereference / cast. 2015-03-10 10:56:09 -07:00
ChinandHenrik Rydgard 22593cddcc Use pre-increment instead of post-increment for iterators, and use auto for some iterators 2015-03-01 16:55:47 +01:00
Henrik Rydgård 7b2f05d0a0 Merge pull request #7270 from Bigpet/adhocthread
don't use Thread* to create thread
2015-01-04 20:34:19 +01:00
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
Henrik Rydgard a5d961b8d7 Clean up some compiler warnings in adhoc code 2015-01-04 14:09:41 +01:00
Henrik Rydgard d479fae481 Show some major networking errors on the OSD 2015-01-04 13:04:11 +01:00
Henrik Rydgard 101fe5c481 Don't launch the friend finder thread if the adhoc network init fails.
Adds a flag for network success but doesn't check it anywhere yet..
2015-01-04 13:04:10 +01:00
sum2012andHenrik Rydgard 9933ae0c6e netAdhocctlInited should be true when return success
Update back new file

Windows (?) build fix
2015-01-04 13:04:09 +01:00
BigpetandHenrik Rydgard 43b3707ee6 don't initialize adhoc connection when networking is disabled 2015-01-04 13:04:08 +01:00
sum2012andHenrik Rydgard ee6f6d11fc Move Kill AdhocServer Thread to __NetAdhocShutdown 2015-01-04 13:04:08 +01:00
sum2012andHenrik Rydgard aa69489aaf Move built-in AdhocServer Thread to __NetAdhocInit
There are games (ie. Naruto Kizuna Drive) who tried to initialize
network/connect to adhoc server early when the game started, if adhoc
server wasn't ready the player may need to restart the game in order to
connect successfully
2015-01-04 13:04:07 +01:00
sum2012andHenrik Rydgard 6ed15ab1f5 Add EnableWlan check 2015-01-04 13:04:06 +01:00
sum2012andHenrik Rydgard 21f3d0ecf2 Add built-in AdhocServer option 2015-01-04 13:04:06 +01:00
AdamNandHenrik Rydgard 1b8167f9df Changing the socket order checking in AdhocPollSocket a little bit
PS: The way how ppsspp indexing the socket may need to be changed to prevent PDP and PTP socket having the possibility to use the same socket id
2015-01-04 13:04:04 +01:00
sum2012andHenrik Rydgard 7c323f8571 Another build fix 2015-01-04 13:04:03 +01:00
AdamNandHenrik Rydgard 1c7152db3a Adding Branch opcode to the MAKE_MIPS
Temp revert old version to fix conflict; Implementing built-in PRO Adhoc Server; Add back sceUsbGps

Implementing more Adhoc functions, and some bug fix (i don't remember them anymore)
2015-01-04 13:04:02 +01:00
Lioncash 3610473b78 sceNetAdhoc: Remove unnecessary assignments 2014-12-14 00:10:46 -05:00
Lioncash 4ccb838306 Core: Mark some module functions as static 2014-12-08 04:40:08 -05:00
Lioncash 1d9ace08ae proAdhoc: Make some functions return boolean values.
Also shortens validNetworkName a little.
2014-12-06 14:48:46 -05:00
Unknown W. Brackets 9581de449a Fix some logging in sceNetAdhoc. 2014-07-15 23:35:19 -07:00
AdamN a98b44d7ab Fixed FF-Type0 from seeing duplicated Host, hopefully this will also fix all Adhoc games that became broken in my 1st patch 2014-06-26 17:50:37 +07:00
AdamN 12ee3d1d39 Fixed Wipeout Pulse unable to see any Host, and should affect many other Adhoc games (was broken in my previous commit) 2014-06-25 20:29:42 +07:00
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
sum2012 1d36836d2d Add some constant 2014-05-25 10:51:00 +08:00
sum2012 b8e0fc8fa7 Small improve of sceNetAdhocMatching*
Now Metal Slug XX can display online screen.
2014-05-25 07:57:02 +08:00
Bovine c76548377c Fix nonblocking ptpConnect on Windows
According to
http://msdn.microsoft.com/en-us/library/windows/desktop/ms737625%28v=vs.85%29.aspx
"[...] it is not recommended that applications use multiple calls to
connect to detect connection completion.  If they do, they must be
prepared to handle WSAEINVAL and WSAEWOULDBLOCK error values the same
way that they handle WSAEALREADY, to assure robust operation."

Ideally socket->state should be set to a different state and select()
used to poll sockets until state can be switched to closed or
established.  Changes to socket->state are visible to games as so
probably should not be done without testing.
2014-05-18 06:41:02 -07:00
Unknown W. Brackets 7cde2311e0 Include sceKernelThread.h in less headers. 2014-03-29 17:02:41 -07:00
Unknown W. Brackets d65af7353b Avoid some ChunkFile includes. 2014-03-15 11:32:57 -07:00
Unknown W. Brackets 05ab192c9c Reduce includes in Core/HLE/.
Especially templates.
2014-03-15 11:22:19 -07:00
lioncash b9886942a7 Fix some vertical alignments in misc Core source files. 2014-03-03 11:16:53 -05:00
Unknown W. Brackets 4a1c9645e8 Get rid of Memory::GetStruct(), use PSPPointer. 2014-02-27 00:28:57 -08:00
The Dax f9348b96b7 Add more WLAN off behaviour. Without these, Peace Walker loads forever on subsequent missions on Windows. 2014-01-12 15:33:29 -05:00
Jeferson Rodrigues da Silva 4284290463 Fix for not updating local port information after bind in PtpOpen 2014-01-04 12:57:08 -02:00
raven02 14e79f8151 Lowering the log level of sceNET 2014-01-04 02:32:59 +08:00
Lioncash 442cc2f1c7 Fix a typo in an if statement comparison in function sceNetAdhocPdpDelete. This was likely intended to check against 'sock', not 'socket'. On Windows, initially 'socket' referred to a function in the WinSock2.h header file. Naturally, this will alway be non-null, which further leads to the conclusion that this was the intended comparison.
Also updated the commented out sections accordingly.
2013-12-27 12:02:53 -05:00
The Dax 4aa3594eb7 Fix a bunch of styling issues in sceNetAdhoc.cpp, and fix Coldbird's name (it's not "colorbird"). 2013-12-05 14:44:41 -05:00
The Dax 1326bb41c8 Fix Coldbird's name in a comment. It's not "colorbird". 2013-12-05 14:37:01 -05:00
Henrik Rydgard 32f479b0a6 Assorted log spam reductions.
Also let Java know of some important events. Not used for anything yet.
2013-12-04 17:43:00 +01:00
Henrik Rydgard 60ed75f68a Add option to disable networking, tries to replicate the old error codes.
Please test if disabling this option "fixes" any games that broke with the adhoc merge.
2013-12-04 11:07:52 +01:00
shenweip ff5a5486aa Add a warn logging. 2013-12-03 22:09:01 +08:00
shenweip 1d5962f925 Typo 2013-12-03 21:40:08 +08:00
shenweip 833305817b Return success when initial networks fail. 2013-12-03 21:24:56 +08:00
Unknown W. Brackets dd2e996838 Fix some type comparison warnings. 2013-12-01 11:21:16 -08:00
Henrik Rydgard ade18848f7 Warning fixes 2013-11-28 11:54:00 +01:00
Unknown W. Brackets 78ea146af6 Get rid of some unnecessary ifdefs, fix build. 2013-11-27 22:15:39 -08:00
Sacha 778eeb9968 Adhoc: Android buildfix and tab fix. 2013-11-28 16:05:11 +10:00