Commit graph

277 commits

Author SHA1 Message Date
Sean McGovern
6f346e5d76 sceNetAdhoc: fix format specifier for debug log 2021-08-01 13:15:39 -04:00
ANR2ME
e059bc980c Updated Logs on sceNetAdhocDiscover to find more info on games that use AdhocDiscover. 2021-06-25 12:22:49 +07:00
ANR2ME
a7752997e1 Minor changes to Wrapped Port detection. 2021-06-21 18:28:37 +07:00
ANR2ME
4251f821dc Making sure not to get random port when original port is not zero. 2021-06-21 18:28:37 +07:00
ANR2ME
fda4744af3 Show the returned error code on sceNetAdhocctlCreate/Connect/Join on Debug Log 2021-06-21 18:28:37 +07:00
ANR2ME
eda0e3e250 Reducing HLE delays on Adhoc-related syscalls that can be called more than once on a single frame. 2021-06-07 12:01:25 +07:00
ANR2ME
2d71ac9a7f Reducing HLE delays on socket-related syscalls since we are using real network which already have it's own overhead. 2021-06-07 11:59:51 +07:00
ANR2ME
dada18573a Minor changes to Adhoc's Verbose Logs returning error code. 2021-06-07 11:06:28 +07:00
ANR2ME
7a06103cc6 Create GameMode's socket after Master and all Replicas have been created so we will know the largest buffer size. 2021-05-31 04:37:09 +07:00
ANR2ME
8dcfed0385 Show Port Offset value too when detecting Data coming from incorrect port. 2021-05-16 13:16:20 +07:00
ANR2ME
d5177e33b9 Fix possible crash issue on blocking socket implementation. 2021-05-16 12:55:55 +07:00
Henrik Rydgård
f4a6d291e1 Common: Capitalize setCurrentThreadName(). 2021-04-30 23:02:36 -07:00
ANR2ME
8742a49e07 Replacing the inconvenient prefix string for indentation with indent number. 2021-04-19 06:14:28 +07:00
ANR2ME
7a8448614b Fix crashing issue when leaving a multiplayer game room #14337 2021-04-04 02:08:12 +07:00
ANR2ME
206ab4345e Attempts to reconnect to Adhoc Server only when Creating/Joining/Connecting to a group or Scanning for groups, instead of on 2 seconds interval. 2021-04-02 12:19:02 +07:00
ANR2ME
7336ec6a81 Shows PSP error code as hex to be easier to find 2021-04-02 12:19:01 +07:00
ANR2ME
b7309559e8 Fix FlatOut Head On multiplayer. 2021-03-14 03:50:37 +07:00
Henrik Rydgård
42186e8e9e Warning fix, memleak fix 2021-03-11 23:28:02 +01:00
ANR2ME
620e003c10 Removing TCPNoDelay option from Networking Settings and always enable it to improve response time. 2021-03-01 01:45:28 +07:00
ANR2ME
758fb12fc3 Making sure there are no warnings related to deprecated inet_ntoa function 2021-03-01 01:45:27 +07:00
ANR2ME
4ee08ef73b Making sure the port is bound to an interface when using bind with INADDR_ANY. Seems to fix #14130 2021-02-21 20:05:50 +07:00
ANR2ME
cb61b34b53 Minor changes. 2021-02-21 20:05:50 +07:00
ANR2ME
d323f4fe4d Minor AdhocMatching changes. 2021-02-21 20:05:49 +07:00
ANR2ME
85822f2eeb Making sure src_addr and addrlen args of recvfrom is being set correctly upon use. 2021-02-21 20:05:49 +07:00
ANR2ME
eef3110dcf Shows a warning on Screen when detecting AdhocMatching data coming from an incorrect port, progressing any further may ended with connection issue.
Players will need to wait until the port detected correctly before progressing any further (may takes a few more seconds)
2021-02-21 20:05:48 +07:00
ANR2ME
d23e1c0949 Shows a warning log when bound port is shifted to negative port (may cause port issue when wrapped to 1024 or lower on android) 2021-02-21 17:22:15 +07:00
Henrik Rydgård
93fd62f54b
Merge pull request #13832 from unknownbrackets/events
SaveState: Make event restoring more obvious
2021-02-15 23:39:42 +01:00
Unknown W. Brackets
9d22297a90 Windows: Use CommonWindows more consistently.
Also, make sure WinSock2.h is included beforehand where it's needed.
2021-02-14 10:30:10 -08:00
ANR2ME
5a10835987 Fix lobby issue on The Warriors, probably also fix similar issue on other games too. 2021-02-11 20:51:49 +07:00
ANR2ME
0ce2c2c6e9 Windows recvfrom doesn't support MSG_TRUNC, so we're using dummy buffer with max size as alternative for peeking actual size of the next pending message. 2021-02-11 07:40:35 +07:00
ANR2ME
fc452c0dfd Fix frozen (0 FPS) issue on Kao Challengers and Asterix & Obelix XX (probably also fix other games from the same developer with similar issue) https://github.com/hrydgard/ppsspp/issues/14103 2021-02-11 03:44:25 +07:00
ANR2ME
8432d6c5d7 Removing hleDelayResult from internal adhoc functions to prevent waking up thread that supposed to be blocked by the outer HLE. 2021-02-07 12:09:29 +07:00
ANR2ME
f17d387a65 Updated some Logs to help finding the location of the call to debug. 2021-02-07 12:08:02 +07:00
ANR2ME
ddc122bcbe Moving hleDelayResult from internal function of SetSocketAlert to prevent waking up HLE-blocked thread 2021-02-05 21:54:00 +07:00
ANR2ME
a7eccc0c6f Minor renaming 2021-02-05 21:53:59 +07:00
ANR2ME
849fe4ade1 Updated PdpStat to prevent rcv_sb_cc from exceeding the buffer size arg (since we use larger buffer size to prevent micro stutters or disconnection issue due to too many dropped packets with small buffer size).
TODO: May need to improve it to be able to calculate the correct size if there are multiple datagram messages
2021-02-04 10:31:01 +07:00
ANR2ME
f2e7a2a9ba Fix possible lock issue during AdhocMatchingStart 2021-02-04 10:15:29 +07:00
ANR2ME
a51036ffaf Updated PdpStat and PtpStat 2021-02-02 03:39:04 +07:00
ANR2ME
d907906c74 Fix connection issue on Dynasty Warriors (Shin Sangoku Musou) games when playing with more than 2 players. 2021-01-30 15:20:24 +07:00
ANR2ME
46397c40a0 Updated GameMode initial data sync, in case remote players aren't listening yet when sending initial data (fix Pocket Pool) 2021-01-27 19:20:51 +07:00
ANR2ME
3d813aec73 Don't allow ForcedFirstConnect hack when using PtpConnect within PtpOpen to prevent returning result from blocking PtpConnect instead of result of PtpOpen. 2021-01-25 18:40:20 +07:00
ANR2ME
6b110af3e6 Fix returned error code on PtpSend and PtpRecv when socket is not connected yet. 2021-01-24 18:48:00 +07:00
ANR2ME
964b8bf331 Do PtpConnect internally during PtpOpen, since some games (ie. The Warriors) seems to do PtpSend immediately after PtpOpen without trying to PtpConnect first. 2021-01-24 18:47:58 +07:00
ANR2ME
23efd22efb Fix Stuck issue on some games (Dissidia 012, Full Auto 2, etc) when Failed to connect to Adhoc Server (faked success) 2021-01-16 20:55:40 +07:00
ANR2ME
228d17ef0c Reducing AdhocMatching events delay to prevent matchingEvents from piling up on Lord of Arcana. 2021-01-09 01:54:47 +07:00
ANR2ME
72549443e4 Send AdhocMatching Data from within HLE whenever possible instead of through matchingEvent Thread. 2021-01-09 01:52:29 +07:00
Unknown W. Brackets
06f8ab5a49 SaveState: Make event restoring more obvious.
We still must restore all events, but everything can be taken care of
during the save state load.
2020-12-28 13:29:19 -08:00
ANR2ME
a2a164b228 Using MSG_TRUNC along with MSG_PEEK as a precaution of a possible buffer overflow when peeking recv buffer. 2020-12-28 04:30:32 +07:00
ANR2ME
b10797db95 Fixed an issue where sometimes a player unable to join a host on Warriors Orochi 2 (should also fix similar issue on other games that use PDP/UDP on Windows) 2020-12-25 00:27:35 +07:00
ANR2ME
a20567222a Close the port immediately when closing a socket. 2020-12-25 00:23:44 +07:00