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Loading a savestate kept the current session's netAdhocInited, netAdhocctlInited and matching-inited flags rather than the saved ones. Loaded into a fresh boot, a state saved with adhocctl initialized (but not connected) then failed every adhocctl call with NOT_INITIALIZED. MGS Peace Walker shuts ad hoc down before a cutscene and retried sceNetAdhocctlDisconnect forever, leaving the screen black. Take the flags from the state, and bring the host side in line: start the friendFinder and log in again when the state has adhocctl up and we don't, stop it in the opposite case. Also save the product code, which that login sends. Also add a game.state.save debugger command, used to reproduce this. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
31 lines
1.2 KiB
C
31 lines
1.2 KiB
C
// Copyright (c) 2018- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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DebuggerSubscriber *WebSocketGameInit(DebuggerEventHandlerMap &map);
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void WebSocketGameReset(DebuggerRequest &req);
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void WebSocketGameStatus(DebuggerRequest &req);
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void WebSocketGameStateLoad(DebuggerRequest &req);
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void WebSocketGameStateSave(DebuggerRequest &req);
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void WebSocketGameSpeedGet(DebuggerRequest &req);
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void WebSocketGameSpeedSet(DebuggerRequest &req);
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void WebSocketVersion(DebuggerRequest &req);
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