From 335650da6cd160d3527a56f4cd6b4dff471d268d Mon Sep 17 00:00:00 2001 From: ANR2ME Date: Wed, 21 Oct 2020 07:45:16 +0700 Subject: [PATCH] Prevent Port leaks after loading SaveState in the middle of multiplayer resulting to "port in use" error on the next attempt to play multiplayer. --- Core/HLE/sceNetAdhoc.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/Core/HLE/sceNetAdhoc.cpp b/Core/HLE/sceNetAdhoc.cpp index 0ec8c85ecf..9cbbd132e7 100644 --- a/Core/HLE/sceNetAdhoc.cpp +++ b/Core/HLE/sceNetAdhoc.cpp @@ -960,6 +960,7 @@ void __NetAdhocDoState(PointerWrap &p) { adhocctlRequests.clear(); adhocSocketRequests.clear(); sendTargetPeers.clear(); + deleteAllAdhocSockets(); // Let's not change "Inited" value when Loading SaveState to prevent memory & port leaks netAdhocMatchingInited = cur_netAdhocMatchingInited;