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Fix multiplayer on Valhalla Knights 2
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d6399b6036
commit
423a7b2391
@ -47,7 +47,7 @@ static const float FONT_SCALE = 0.65f;
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const static int NET_INIT_DELAY_US = 300000;
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const static int NET_SHUTDOWN_DELAY_US = 260000;
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const static int NET_RUNNING_DELAY_US = 1000000; // KHBBS is showing adhoc dialog for about 3-4 seconds, but feels too long, so we're faking it to 1 sec instead to let players read the text
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const static int NET_CONNECT_TIMEOUT = 5000000;
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const static int NET_CONNECT_TIMEOUT = 15000000; // Using 15 secs to match the timeout on Adhoc Server side (SERVER_USER_TIMEOUT)
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struct ScanInfos {
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s32_le sz;
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@ -1230,6 +1230,7 @@ std::vector<std::string> getChatLog() {
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int friendFinder(){
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setCurrentThreadName("FriendFinder");
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auto n = GetI18NCategory("Networking");
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// Receive Buffer
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int rxpos = 0;
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uint8_t rx[1024];
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@ -1290,6 +1291,7 @@ int friendFinder(){
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shutdown(metasocket, SD_BOTH);
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closesocket(metasocket);
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metasocket = (int)INVALID_SOCKET;
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host->NotifyUserMessage(std::string(n->T("Disconnected from AdhocServer")) + " (" + std::string(n->T("Error")) + ": " + std::to_string(error) + ")", 2.0, 0x0000ff);
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}
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}
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else {
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@ -1606,16 +1606,20 @@ static int sceNetAdhocctlGetAdhocId(u32 productStructAddr) {
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return ERROR_NET_ADHOCCTL_NOT_INITIALIZED;
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}
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// FIXME: Scan probably not a blocking function since there is ADHOCCTL_STATE_SCANNING state that can be polled by the game, right?
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// FIXME: Scan probably not a blocking function since there is ADHOCCTL_STATE_SCANNING state that can be polled by the game, right? But apparently it need to be delayed for Naruto Shippuden Ultimate Ninja Heroes 3
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int sceNetAdhocctlScan() {
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INFO_LOG(SCENET, "sceNetAdhocctlScan() at %08x", currentMIPS->pc);
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if (!g_Config.bEnableWlan) {
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return -1;
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}
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// Library initialized
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if (netAdhocctlInited) {
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int us = adhocEventPollDelayMS * 1000;
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// Only scan when in Disconnected state, otherwise AdhocServer will kick you out
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if (adhocctlState == ADHOCCTL_STATE_DISCONNECTED) {
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adhocctlState = ADHOCCTL_STATE_SCANNING;
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int us = adhocEventPollDelayMS * 1000;
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// Reset Networks/Group list to prevent other threads from using these soon to be replaced networks
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peerlock.lock();
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@ -1642,15 +1646,20 @@ int sceNetAdhocctlScan() {
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return WaitAdhocctlState(req, ADHOCCTL_STATE_DISCONNECTED, us, "adhocctl scan");
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}
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}
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else
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hleDelayResult(0, "give a little time to be ready to receive the callback", us); // Not delaying here may cause Naruto Shippuden Ultimate Ninja Heroes 3 to get disconnected when the mission started
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// Return Success
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return 0;
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else {
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// Return Success and let friendFinder thread to notify the handler when scan completed
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// Not delaying here may cause Naruto Shippuden Ultimate Ninja Heroes 3 to get disconnected when the mission started
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return hleDelayResult(0, "give a little time to be ready to receive the callback", us);
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}
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}
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else if (adhocctlState == ADHOCCTL_STATE_SCANNING)
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return ERROR_NET_ADHOCCTL_BUSY;
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// Library is busy
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return ERROR_NET_ADHOCCTL_BUSY; // ERROR_NET_ADHOCCTL_BUSY may trigger the game (ie. Ford Street Racing) to call sceNetAdhocctlDisconnect
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// Already connected to a group. Should we fake a success?
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// We need to notify the handler on success, even if it was faked
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notifyAdhocctlHandlers(ADHOCCTL_EVENT_SCAN, 0);
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// FIXME: returning ERROR_NET_ADHOCCTL_BUSY may trigger the game (ie. Ford Street Racing) to call sceNetAdhocctlDisconnect, But Not returning a Success(0) will cause Valhalla Knights 2 not working properly
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return hleDelayResult(0, "give a little time to be ready to receive the callback", us);
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}
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// Library uninitialized
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@ -1750,6 +1759,7 @@ int sceNetAdhocctlGetScanInfo(u32 sizeAddr, u32 bufAddr) {
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// TODO: How many handlers can the PSP actually have for Adhocctl?
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// TODO: Should we allow the same handler to be added more than once?
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// FIXME: Do all Adhocctl HLE returning 0 and expecting error code through callback handler if there were error, instead of returning error code through the HLE ?
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static u32 sceNetAdhocctlAddHandler(u32 handlerPtr, u32 handlerArg) {
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bool foundHandler = false;
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u32 retval = 0;
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@ -2093,7 +2103,7 @@ int NetAdhocctl_Create(const char* groupName) {
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int iResult = send(metasocket, (const char*)&packet, sizeof(packet), 0);
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int error = errno;
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if (iResult == SOCKET_ERROR) {
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if (iResult == SOCKET_ERROR && error != EAGAIN && error != EWOULDBLOCK) {
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ERROR_LOG(SCENET, "Socket error (%i) when sending", error);
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//return ERROR_NET_ADHOCCTL_NOT_INITIALIZED; // ERROR_NET_ADHOCCTL_DISCONNECTED; // ERROR_NET_ADHOCCTL_BUSY;
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//Faking success, to prevent Full Auto 2 from freezing while Initializing Network
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@ -4589,7 +4599,7 @@ void __NetTriggerCallbacks()
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}
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for (std::map<int, AdhocctlHandler>::iterator it = adhocctlHandlers.begin(); it != adhocctlHandlers.end(); ++it) {
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DEBUG_LOG(SCENET, "AdhocctlCallback: [ID=%i][EVENT=%i]", it->first, flags);
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DEBUG_LOG(SCENET, "AdhocctlCallback: [ID=%i][EVENT=%i][Error=%08x]", it->first, flags, error);
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args[2] = it->second.argument;
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AfterAdhocMipsCall* after = (AfterAdhocMipsCall*)__KernelCreateAction(actionAfterAdhocMipsCall);
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after->SetData(it->first, flags, args[2]);
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