Commit graph

102 commits

Author SHA1 Message Date
ANR2ME
1d30a9efec Fix possible crash issue during Networking Cleanup 2020-07-22 23:13:41 +02:00
ANR2ME
65bc68609c Added an option to Disable Nagle Algorithm (Enable TCP No Delay) 2020-07-22 23:13:41 +02:00
ANR2ME
b9025b50bd Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators 2020-07-22 23:13:41 +02:00
ANR2ME
3e2266e1c4 Making sure there are no warnings on adhoc code when building on android studio 2020-07-22 22:31:05 +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
8daf2ff66e Added UI to change WLAN Channel.
Currently Ridge Racer 2 doesn't works with Auto channel (TODO: Making sure sceUtilityGetSystemParamInt doesn't returns channel 0 when connected to a network for Ridge Racer 2 to works with Auto channel)
2020-07-22 16:46:39 +02:00
ANR2ME
33d3ac28de Added UPnP Support
Fix i18n type
2020-07-21 23:02:58 +02:00
ANR2ME
0d0ccf3b73 Making sure Adhoc codes doesn't have compilation warnings 2020-07-20 19:13:18 +02:00
ANR2ME
b58f4a6e90 Enabling KeepAlive on sockets 2020-07-20 19:13:10 +02:00
ANR2ME
c783aaf40d Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner 2020-07-20 19:13:05 +02:00
ANR2ME
fa36c2edab Improved multiplayer stability regardless of I/O Timing method 2020-07-20 19:12:55 +02:00
ANR2ME
d8186a8330 Fix i18n type 2020-07-20 18:20:06 +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
ANR2ME
4f3b473f29 Making sure adhoc callbacks runs on AdhocThread 2020-07-20 12:18:28 +02:00
ANR2ME
a35acdee43 Oops forgot to change this also for multiple-instance to work properly 2020-07-20 10:03:09 +02:00
Unknown W. Brackets
1fc755f267 NetAdhoc: Match init/term behavior better. 2020-03-15 11:37:12 -07:00
Unknown W. Brackets
f244b390ae Kernel: Kernel threads can beget kernel threads.
Fixes #7687.
2019-03-23 12:05:06 -07:00
Unknown W. Brackets
a652617ba0 Adhoc: Remove incorrect thread create param.
This was the options pointer, not the attr, so was always generating an
error (which was also reported.)  Also, we don't support kernel threads in
any real way, so let's just not pass the flag at all.

Same behavior as before, less the spurious error.
2017-12-01 09:25:21 -08:00
twinaphex
a9bf8e7b18 More mingw patches pt. 2 2017-08-29 22:41:50 +02:00
Henrik Rydgard
26a2d42731 Big mutex overhaul - remove our custom ones, make them non-recursive where possible 2017-02-28 11:40:29 +01:00
Henrik Rydgård
923d82c391 Merge pull request #8975 from tywald/master
Ad hoc: Band-aid fix for clear peer list. Should fix #7331
2016-11-28 18:37:50 +01:00
Ade Novan
55de66b5ef Phantasy Star Portable 2 port offset fix 2016-11-22 19:57:11 +08:00
tywald
b3bb846759 band-aid fix for ad-hoc clear peer list 2016-09-13 17:07:45 +02:00
Unknown W. Brackets
fd546ff21d Fix some type comparison warnings. 2016-08-05 10:47:45 -07:00
sum2012
bbeaf67cd6 Support port offset by @ANR2ME
Useful of adhoc of non-windows
2016-01-24 16:52:39 +08:00
latot
e82620c572 remove
remove
2016-01-16 09:32:39 -03:00
latot
53ac6d98d8 Little things
back 1

other little change, join 2 in 1
2016-01-09 20:44:02 -03:00
Unknown W. Brackets
7b217af59e Net: don't double-delete thread on shutdown.
Prevents spurious logging / reporting.
2015-12-31 11:19:28 -08:00
Henrik Rydgard
1c67de0c21 We don't need a third set of sized integer typedefs, get rid of it. 2015-09-06 19:10:08 +02:00
Unknown W. Brackets
afe52db366 Fix some issues in sceNetAdhoc with old savestates.
This was causing the PPGe dlist to be shared with the thread, causing
weirdness and a double-free on exit.
2015-04-27 07:53:19 -07:00
Unknown W. Brackets
0847d46b79 Remove always-true condition.
It was only for logging anyway, can't be that important.
2015-04-08 12:15:41 -07:00
Unknown W. Brackets
2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets
fcf0518223 Update all the HLE tables with arg and ret info. 2015-03-22 20:51:55 -07:00
Unknown W. Brackets
dad8f5cd25 Fix a bad pointer dereference / cast. 2015-03-10 10:56:09 -07:00
Chin
22593cddcc Use pre-increment instead of post-increment for iterators, and use auto for some iterators 2015-03-01 16:55:47 +01:00
Henrik Rydgård
7b2f05d0a0 Merge pull request #7270 from Bigpet/adhocthread
don't use Thread* to create thread
2015-01-04 20:34:19 +01:00
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
Henrik Rydgard
a5d961b8d7 Clean up some compiler warnings in adhoc code 2015-01-04 14:09:41 +01:00
Henrik Rydgard
d479fae481 Show some major networking errors on the OSD 2015-01-04 13:04:11 +01:00
Henrik Rydgard
101fe5c481 Don't launch the friend finder thread if the adhoc network init fails.
Adds a flag for network success but doesn't check it anywhere yet..
2015-01-04 13:04:10 +01:00
sum2012
9933ae0c6e netAdhocctlInited should be true when return success
Update back new file

Windows (?) build fix
2015-01-04 13:04:09 +01:00
Bigpet
43b3707ee6 don't initialize adhoc connection when networking is disabled 2015-01-04 13:04:08 +01:00
sum2012
ee6f6d11fc Move Kill AdhocServer Thread to __NetAdhocShutdown 2015-01-04 13:04:08 +01:00
sum2012
aa69489aaf 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
2015-01-04 13:04:07 +01:00
sum2012
6ed15ab1f5 Add EnableWlan check 2015-01-04 13:04:06 +01:00
sum2012
21f3d0ecf2 Add built-in AdhocServer option 2015-01-04 13:04:06 +01:00
AdamN
1b8167f9df Changing the socket order checking in AdhocPollSocket a little bit
PS: The way how ppsspp indexing the socket may need to be changed to prevent PDP and PTP socket having the possibility to use the same socket id
2015-01-04 13:04:04 +01:00
sum2012
7c323f8571 Another build fix 2015-01-04 13:04:03 +01:00
AdamN
1c7152db3a Adding Branch opcode to the MAKE_MIPS
Temp revert old version to fix conflict; Implementing built-in PRO Adhoc Server; Add back sceUsbGps

Implementing more Adhoc functions, and some bug fix (i don't remember them anymore)
2015-01-04 13:04:02 +01:00