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Minor AdhocMatching changes.
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@ -5547,6 +5547,7 @@ void __NetTriggerCallbacks()
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void __NetMatchingCallbacks() //(int matchingId)
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{
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std::lock_guard<std::recursive_mutex> adhocGuard(adhocEvtMtx);
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hleSkipDeadbeef();
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int delayus = adhocDefaultDelay;
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auto params = matchingEvents.begin();
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@ -5558,7 +5559,7 @@ void __NetMatchingCallbacks() //(int matchingId)
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if (actionAfterMatchingMipsCall < 0) {
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actionAfterMatchingMipsCall = __KernelRegisterActionType(AfterMatchingMipsCall::Create);
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}
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DEBUG_LOG(SCENET, "AdhocMatching - Remaining Events: %d", matchingEvents.size());
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DEBUG_LOG(SCENET, "AdhocMatchingCallback: [ID=%i][EVENT=%i][%s]", args[0], args[1], mac2str((SceNetEtherAddr*)Memory::GetPointer(args[2])).c_str());
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AfterMatchingMipsCall* after = (AfterMatchingMipsCall*)__KernelCreateAction(actionAfterMatchingMipsCall);
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after->SetData(args[0], args[1], args[2]);
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@ -5569,7 +5570,6 @@ void __NetMatchingCallbacks() //(int matchingId)
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// Must be delayed long enough whenever there is a pending callback. Should it be 10-100ms for Matching Events? or Not Less than the delays on sceNetAdhocMatching HLE?
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sceKernelDelayThread(delayus);
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hleSkipDeadbeef();
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}
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const HLEFunction sceNetAdhoc[] = {
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