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