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2nd or more instance of PPSSPP should only bind it's own localhost IP for Adhoc Server. Fixes Capcom Classics Collection Remix multiplayer on multiple-instance.
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1 changed files with 5 additions and 3 deletions
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@ -55,6 +55,7 @@
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#include "Common/File/FileUtil.h"
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#include "Common/TimeUtil.h"
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#include "Core/Util/PortManager.h"
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#include "Core/Instance.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/HLE/proAdhocServer.h"
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@ -1808,6 +1809,9 @@ int create_listen_socket(uint16_t port)
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// Created Socket
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if(fd != -1)
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{
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// Ignore SIGPIPE when supported (ie. BSD/MacOS)
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setSockNoSIGPIPE(fd, 1);
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// Enable KeepAlive
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enable_keepalive(fd);
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@ -1827,12 +1831,10 @@ int create_listen_socket(uint16_t port)
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local.sin_addr.s_addr = INADDR_ANY;
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local.sin_port = htons(port);
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//Should only bind to specific IP for the 2nd or more instance of PPSSPP to prevent communication interference issue when sharing the same port. Doesn't work well when PPSSPP_ID reseted everytime emulation restarted.
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/*
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// Should only bind to specific IP for the 2nd or more instance of PPSSPP to prevent communication interference issue when sharing the same port. (ie. Capcom Classics Collection Remixed)
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if (PPSSPP_ID > 1) {
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local.sin_addr = g_localhostIP.in.sin_addr;
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}
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*/
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// Bind Local Address to Socket
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int bindresult = bind(fd, (struct sockaddr *)&local, sizeof(local));
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