update nework refrence
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@@ -62,16 +62,16 @@ std::vector<BYTE> NetworkSocketLayer::s_disconnectedSmallIds;
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CRITICAL_SECTION NetworkSocketLayer::s_freeSmallIdLock;
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std::vector<BYTE> NetworkSocketLayer::s_freeSmallIds;
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bool g_Win64MultiplayerHost = false;
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bool g_MultiplayerHost = false;
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#if defined __ORBIS__
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// Orbis has direct lan networking so it can bypass psn account checks
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bool g_Win64MultiplayerJoin = true;
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int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
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char g_Win64MultiplayerIP[256] = "";
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bool g_MultiplayerJoin = true;
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int g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
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char g_MultiplayerIP[256] = "";
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#else
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bool g_Win64MultiplayerJoin = false;
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int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
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char g_Win64MultiplayerIP[256] = "127.0.0.1";
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bool g_MultiplayerJoin = false;
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int g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
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char g_MultiplayerIP[256] = "127.0.0.1";
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#endif
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#ifdef _WINDOWS64
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@@ -7,7 +7,7 @@
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#include "..\..\MinecraftServer.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.h"
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#include "..\..\Common\Network\WinsockNetLayer.h"
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#include "..\..\Common\Network\NetworkSocketLayer.h"
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#define UPDATE_PLAYERS_TIMER_ID 0
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#define UPDATE_PLAYERS_TIMER_TIME 30000
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@@ -368,7 +368,7 @@ void UIScene_JoinMenu::checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege,
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void UIScene_JoinMenu::StartSharedLaunchFlow()
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{
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const bool bManualJoin = (g_Win64MultiplayerJoin == true);
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const bool bManualJoin = (g_MultiplayerJoin == true);
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if (bManualJoin)
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{
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JoinGame(this);
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@@ -431,7 +431,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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return;
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}
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const bool bManualJoin = (g_Win64MultiplayerJoin == true);
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const bool bManualJoin = (g_MultiplayerJoin == true);
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DWORD dwSignedInUsers = 0;
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bool noPrivileges = false;
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@@ -14,7 +14,7 @@
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#include "..\..\TexturePackRepository.h"
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#include "..\..\TexturePack.h"
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#include "..\Network\SessionInfo.h"
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#include "..\..\Common\Network\WinsockNetLayer.h"
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#include "..\..\Common\Network\NetworkSocketLayer.h"
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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#include "Common\Network\Sony\SonyHttp.h"
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#include "Common\Network\Sony\SonyRemoteStorage.h"
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@@ -1386,7 +1386,7 @@ void UIScene_LoadOrJoinMenu::CheckAndJoinGame(int gameIndex)
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if( m_buttonListGames.getItemCount() > 0 && gameIndex < m_currentSessions->size() )
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{
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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const bool bManualJoin = (g_Win64MultiplayerJoin == true);
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const bool bManualJoin = (g_MultiplayerJoin == true);
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// 4J-PB - is the player allowed to join games?
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bool noUGC=false;
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bool bContentRestricted=false;
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@@ -8,7 +8,7 @@
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#include "UIScene_MainMenu.h"
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#ifdef __ORBIS__
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#include <error_dialog.h>
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#include "..\..\Common\Network\WinsockNetLayer.h"
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#include "..\..\Common\Network\NetworkSocketLayer.h"
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#endif
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Random *UIScene_MainMenu::random = new Random();
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@@ -319,7 +319,7 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
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//CD - Added for audio
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ui.PlayUISFX(eSFX_Press);
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if(g_Win64MultiplayerJoin)
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if(g_MultiplayerJoin)
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{
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// request only completes after the platform network timeout.
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// this needs to be done before hand or else the PS4 crashes ill need to look more into this
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@@ -1108,7 +1108,7 @@ void UIScene_MainMenu::RefreshChatAndContentRestrictionsReturned_PlayGame(void *
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int primaryPad = ProfileManager.GetPrimaryPad();
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UIScene_MainMenu* pClass = (UIScene_MainMenu*)pParam;
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const bool bManualJoin = (g_Win64MultiplayerJoin == true);
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const bool bManualJoin = (g_MultiplayerJoin == true);
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if (bManualJoin)
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{
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CreateLoad_SignInReturned(pClass, true, primaryPad);
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