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Move built-in AdhocServer Thread to __NetAdhocInit
There are games (ie. Naruto Kizuna Drive) who tried to initialize network/connect to adhoc server early when the game started, if adhoc server wasn't ready the player may need to restart the game in order to connect successfully
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1 changed files with 6 additions and 7 deletions
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@ -181,6 +181,12 @@ void __NetAdhocInit() {
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actionAfterMatchingMipsCall = __KernelRegisterActionType(AfterMatchingMipsCall::Create);
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eventAdhocctlHandlerUpdate = CoreTiming::RegisterEvent("AdhocctlHandlerUpdateEvent", __handlerAdhocctlUpdateCallback);
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eventMatchingHandlerUpdate = CoreTiming::RegisterEvent("MatchingHandlerUpdateEvent", __handlerMatchingUpdateCallback);
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// Create built-in AdhocServer Thread
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if (g_Config.bEnableWlan && g_Config.bEnableAdhocServer) {
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//_status = 1;
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adhocServerRunning = true;
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adhocServerThread = std::thread(proAdhocServerThread, SERVER_PORT);
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}
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}
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u32 sceNetAdhocInit() {
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@ -203,13 +209,6 @@ u32 sceNetAdhocInit() {
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__KernelStartThread(threadAdhocID, 0, 0);
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}
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// Create built-in AdhocServer Thread
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if (g_Config.bEnableWlan && g_Config.bEnableAdhocServer) {
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//_status = 1;
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adhocServerRunning = true;
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adhocServerThread = std::thread(proAdhocServerThread, SERVER_PORT);
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}
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// Return Success
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return 0;
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}
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