ANR2ME
9209fb7c6e
Shouldn't return as soon as possible when a blocking PtpConnect is getting ECONNREFUSED error, since it should be treated as ETIMEDOUT on non-Windows platform
2022-03-24 08:34:01 +07:00
ANR2ME
03b6d1ed01
Updated MatchingArgs comment
2022-01-20 03:00:23 +07:00
ANR2ME
ed7f1b72e2
An attempt to implement AdhocDiscover (can only Cancel the progress for now)
2021-10-01 12:13:03 +07:00
ANR2ME
4eca124710
Blocks current thread to synchronize initial GameMode data. Fixes desync issue when GameMode multiplayer mission is being started.
2020-10-29 06:08:51 +07:00
ANR2ME
0157fe4988
Updated GameMode API (Fixed Pocket Pool)
2020-10-29 06:00:16 +07:00
ANR2ME
8a96112e1a
Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
2020-10-09 23:37:35 +07:00
ANR2ME
57584343a2
Simulate blocking PtpFlush
2020-09-08 19:16:44 +07:00
ANR2ME
a05da1a8c5
Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
2020-09-04 13:09:45 +07:00
ANR2ME
439171fc56
An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
2020-09-04 13:09:44 +07:00
ANR2ME
6a9cf0f575
An attempt to differentiate adhoc connect, create, and join.
2020-09-04 13:09:44 +07:00
ANR2ME
8dec09703f
Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
2020-08-13 00:59:50 +07:00
ANR2ME
90ff382c59
Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
2020-08-02 08:49:58 +07:00
ANR2ME
f927ca795c
Added a fake thread to process Apctl Request Events into Apctl State Changes
2020-07-29 02:27:39 +07:00
ANR2ME
a0f0973462
Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
2020-07-23 12:09:28 +02:00
ANR2ME
1d30a9efec
Fix possible crash issue during Networking Cleanup
2020-07-22 23:13:41 +02:00
ANR2ME
2ca6a4f0d7
Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
2020-07-22 22:22:59 +02:00
ANR2ME
fa36c2edab
Improved multiplayer stability regardless of I/O Timing method
2020-07-20 19:12:55 +02:00
ANR2ME
fb7d50e5c2
Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
2020-07-20 18:09:16 +02:00
ANR2ME
da5b54e630
Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
2020-07-20 12:19:40 +02:00
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
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
Unknown W. Brackets
d65af7353b
Avoid some ChunkFile includes.
2014-03-15 11:32:57 -07:00
Igor Calabria
0574e6e1d1
More functions and support for games that use the netdiag
2013-10-29 21:39:45 +00:00
Henrik Rydgard
cc8e4cb8fe
Split out sceNetAdhoc* into a separate file from sceNet.
2013-09-07 00:55:42 +02:00