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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
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@ -76,7 +76,7 @@ int newChat = 0;
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bool isLocalServer = false;
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sockaddr LocalhostIP;
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sockaddr LocalIP;
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int defaultWlanChannel = 1;
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int defaultWlanChannel = PSP_SYSTEMPARAM_ADHOC_CHANNEL_1; // Don't put 0(Auto) here, it needed to be a valid/actual channel number
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bool isLocalMAC(const SceNetEtherAddr * addr) {
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SceNetEtherAddr saddr;
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@ -845,8 +845,8 @@ uint32_t countConnectedPeers(SceNetAdhocMatchingContext * context, const bool ex
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// Connected to Parent
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if (findParent(context) != NULL)
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{
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// Add Number of Siblings + 1 Parents
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count += countChildren(context, excludeTimedout) + 1;
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// Add Number of Siblings + 1 Parent
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count += countChildren(context, excludeTimedout) + 1; // Since count is already started from 1, Do we need to +1 here? Ys vs. Sora no Kiseki seems to show wrong number of players without +1 here
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}
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}
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@ -1186,8 +1186,8 @@ int friendFinder(){
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//_acquireNetworkLock();
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// Ping Server
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now = real_time_now() * 1000000.0; // CoreTiming::GetGlobalTimeUsScaled(); // Use real_time_now()*1000000.0 if the game gets disconnected from AdhocServer too fast when FPS wasn't stable
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if (now - lastping >= PSP_ADHOCCTL_PING_TIMEOUT) { //100 // We need to use lower interval to prevent getting timeout at Pro Adhoc Server through internet
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now = real_time_now() * 1000000.0; // Use real_time_now()*1000000.0 instead of CoreTiming::GetGlobalTimeUsScaled() if the game gets disconnected from AdhocServer too soon when FPS wasn't stable
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if (now - lastping >= PSP_ADHOCCTL_PING_TIMEOUT) { // We may need to use lower interval to prevent getting timeout at Pro Adhoc Server through internet
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// original code : ((sceKernelGetSystemTimeWide() - lastping) >= ADHOCCTL_PING_TIMEOUT)
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// Update Ping Time
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lastping = now;
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@ -1230,7 +1230,7 @@ int friendFinder(){
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char tmpmac[18];
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INFO_LOG(SCENET, "FriendFinder: Incoming OPCODE_CONNECT_BSSID [%s]", mac2str(&packet->mac, tmpmac));
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// from JPCSP: Some games have problems when the PSP_ADHOCCTL_EVENT_CONNECTED is sent too quickly after connecting to a network. The connection will be set CONNECTED with a small delay (200ms or 200us?)
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// From JPCSP: Some games have problems when the PSP_ADHOCCTL_EVENT_CONNECTED is sent too quickly after connecting to a network. The connection will be set CONNECTED with a small delay (200ms or 200us?)
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/*if (adhocctlCurrentMode == ADHOCCTL_MODE_GAMEMODE) {
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setState(ADHOCCTL_STATE_GAMEMODE);
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notifyAdhocctlHandlers(ADHOCCTL_EVENT_GAME, 0);
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@ -1241,7 +1241,7 @@ int friendFinder(){
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}*/
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// Update User BSSID
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//parameter.bssid.mac_addr = packet->mac; // This packet seems to contains Adhoc Group Creator's BSSID (similar to AP's BSSID) so it shouldn't get mixed up with local MAC address
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parameter.bssid.mac_addr = packet->mac; // This packet seems to contains Adhoc Group Creator's BSSID (similar to AP's BSSID) so it shouldn't get mixed up with local MAC address
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// Notify Event Handlers
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//notifyAdhocctlHandlers(ADHOCCTL_EVENT_CONNECT, 0);
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// Change State
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@ -1706,7 +1706,7 @@ int getNicknameCount(const char * nickname)
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int count = 0;
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// Local Nickname Matches
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if (strcmp((char *)parameter.nickname.data, nickname) == 0) count++;
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if (strncmp((char *)¶meter.nickname.data, nickname, ADHOCCTL_NICKNAME_LEN) == 0) count++;
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// Peer Reference
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SceNetAdhocctlPeerInfo * peer = friends;
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@ -1715,7 +1715,7 @@ int getNicknameCount(const char * nickname)
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for (; peer != NULL; peer = peer->next)
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{
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// Match found
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if (strcmp((char *)peer->nickname.data, nickname) == 0) count++;
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if (strncmp((char *)&peer->nickname.data, nickname, ADHOCCTL_NICKNAME_LEN) == 0) count++;
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}
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// Return Result
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@ -1802,12 +1802,12 @@ int initNetwork(SceNetAdhocctlAdhocId *adhoc_id){
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}
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}
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// Default/Initial Network
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// Default/Initial Network Parameters
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memset(¶meter, 0, sizeof(parameter));
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strncpy((char *)¶meter.nickname.data, g_Config.sNickName.c_str(), ADHOCCTL_NICKNAME_LEN);
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parameter.nickname.data[ADHOCCTL_NICKNAME_LEN - 1] = 0;
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parameter.channel = g_Config.iWlanAdhocChannel;
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// Assign a Valid Channel when connected to AP/AdhocGroup if it's Auto. JPCSP use 11 as default for Auto (Commonly for Auto: 1, 6, 11)
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// Assign a Valid Channel when connected to AP/Adhoc if it's Auto. JPCSP use 11 as default for Auto (Commonly for Auto: 1, 6, 11)
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if (parameter.channel == PSP_SYSTEMPARAM_ADHOC_CHANNEL_AUTOMATIC) parameter.channel = defaultWlanChannel; // Faked Active channel to default channel
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getLocalMac(¶meter.bssid.mac_addr);
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@ -363,7 +363,7 @@ static u32 sceWlanGetSwitchState() {
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}
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// Probably a void function, but often returns a useful value.
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static int sceNetEtherNtostr(u32 macPtr, u32 bufferPtr) {
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static void sceNetEtherNtostr(u32 macPtr, u32 bufferPtr) {
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DEBUG_LOG(SCENET, "sceNetEtherNtostr(%08x, %08x)", macPtr, bufferPtr);
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if (Memory::IsValidAddress(bufferPtr) && Memory::IsValidAddress(macPtr)) {
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@ -371,11 +371,10 @@ static int sceNetEtherNtostr(u32 macPtr, u32 bufferPtr) {
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const u8 *mac = Memory::GetPointer(macPtr);
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// MAC address is always 6 bytes / 48 bits.
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return sprintf(buffer, "%02x:%02x:%02x:%02x:%02x:%02x",
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sprintf(buffer, "%02x:%02x:%02x:%02x:%02x:%02x",
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mac[0], mac[1], mac[2], mac[3], mac[4], mac[5]);
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} else {
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// Possibly a void function, seems to return this on bad args.
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return 0x09d40000;
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VERBOSE_LOG(SCENET, "sceNetEtherNtostr - [%s]", buffer);
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}
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}
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@ -390,7 +389,7 @@ static int hex_to_digit(int c) {
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}
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// Probably a void function, but sometimes returns a useful-ish value.
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static int sceNetEtherStrton(u32 bufferPtr, u32 macPtr) {
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static void sceNetEtherStrton(u32 bufferPtr, u32 macPtr) {
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DEBUG_LOG(SCENET, "sceNetEtherStrton(%08x, %08x)", bufferPtr, macPtr);
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if (Memory::IsValidAddress(bufferPtr) && Memory::IsValidAddress(macPtr)) {
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@ -421,11 +420,9 @@ static int sceNetEtherStrton(u32 bufferPtr, u32 macPtr) {
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}
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}
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VERBOSE_LOG(SCENET, "sceNetEtherStrton - [%s]", mac2str((SceNetEtherAddr*)Memory::GetPointer(macPtr)));
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// Seems to maybe kinda return the last value. Probably returns void.
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return value;
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} else {
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// Possibly a void function, seems to return this on bad args (or crash.)
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return 0;
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//return value;
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}
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}
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@ -684,8 +681,8 @@ static int sceNetSetDropRate(u32 dropRate, u32 dropDuration)
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const HLEFunction sceNet[] = {
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{0X39AF39A6, &WrapI_UUUUU<sceNetInit>, "sceNetInit", 'i', "xxxxx"},
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{0X281928A9, &WrapU_V<sceNetTerm>, "sceNetTerm", 'x', "" },
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{0X89360950, &WrapI_UU<sceNetEtherNtostr>, "sceNetEtherNtostr", 'i', "xx" },
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{0XD27961C9, &WrapI_UU<sceNetEtherStrton>, "sceNetEtherStrton", 'i', "xx" },
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{0X89360950, &WrapV_UU<sceNetEtherNtostr>, "sceNetEtherNtostr", 'v', "xx" },
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{0XD27961C9, &WrapV_UU<sceNetEtherStrton>, "sceNetEtherStrton", 'v', "xx" },
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{0X0BF0A3AE, &WrapU_U<sceNetGetLocalEtherAddr>, "sceNetGetLocalEtherAddr", 'x', "x" },
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{0X50647530, &WrapI_I<sceNetFreeThreadinfo>, "sceNetFreeThreadinfo", 'i', "i" },
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{0XCC393E48, &WrapI_U<sceNetGetMallocStat>, "sceNetGetMallocStat", 'i', "x" },
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File diff suppressed because it is too large
Load Diff
@ -49,7 +49,7 @@ extern bool netAdhocctlInited;
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extern int adhocDefaultTimeout;
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extern int adhocEventPollDelayMS;
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extern int adhocMatchingEventDelayMS;
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extern int adhocEventDelayMS;
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extern int adhocEventDelayMS; // This will affect the duration of "Connecting..." dialog/message box in .Hack//Link and Naruto Ultimate Ninja Heroes 3
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extern std::recursive_mutex adhocEvtMtx;
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extern int IsAdhocctlInCB;
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