From 228d17ef0c4c6985d49bb3e4784848c7a8037c6a Mon Sep 17 00:00:00 2001 From: ANR2ME Date: Sat, 9 Jan 2021 01:54:47 +0700 Subject: [PATCH] Reducing AdhocMatching events delay to prevent matchingEvents from piling up on Lord of Arcana. --- Core/HLE/sceNetAdhoc.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/HLE/sceNetAdhoc.cpp b/Core/HLE/sceNetAdhoc.cpp index e575449b0c..ebf72e35df 100644 --- a/Core/HLE/sceNetAdhoc.cpp +++ b/Core/HLE/sceNetAdhoc.cpp @@ -5519,7 +5519,7 @@ void __NetMatchingCallbacks() //(int matchingId) after->SetData(args[0], args[1], args[2]); hleEnqueueCall(args[5], 5, args, after); matchingEvents.pop_front(); - delayus = (adhocMatchingEventDelay + adhocExtraDelay); // Added an extra delay to prevent I/O Timing method from causing disconnection + delayus = adhocMatchingEventDelay; // Add extra delay to prevent I/O Timing method from causing disconnection, but delaying too long may cause matchingEvents to pile up } // 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?