update nework refrence

This commit is contained in:
NaN
2026-08-03 19:15:54 -04:00
parent 930a104e50
commit 05e8ed3c66
4 changed files with 15 additions and 15 deletions
@@ -62,16 +62,16 @@ std::vector<BYTE> NetworkSocketLayer::s_disconnectedSmallIds;
CRITICAL_SECTION NetworkSocketLayer::s_freeSmallIdLock;
std::vector<BYTE> NetworkSocketLayer::s_freeSmallIds;
bool g_Win64MultiplayerHost = false;
bool g_MultiplayerHost = false;
#if defined __ORBIS__
// Orbis has direct lan networking so it can bypass psn account checks
bool g_Win64MultiplayerJoin = true;
int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
char g_Win64MultiplayerIP[256] = "";
bool g_MultiplayerJoin = true;
int g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
char g_MultiplayerIP[256] = "";
#else
bool g_Win64MultiplayerJoin = false;
int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
char g_Win64MultiplayerIP[256] = "127.0.0.1";
bool g_MultiplayerJoin = false;
int g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
char g_MultiplayerIP[256] = "127.0.0.1";
#endif
#ifdef _WINDOWS64
@@ -7,7 +7,7 @@
#include "..\..\MinecraftServer.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.h"
#include "..\..\Common\Network\WinsockNetLayer.h"
#include "..\..\Common\Network\NetworkSocketLayer.h"
#define UPDATE_PLAYERS_TIMER_ID 0
#define UPDATE_PLAYERS_TIMER_TIME 30000
@@ -368,7 +368,7 @@ void UIScene_JoinMenu::checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege,
void UIScene_JoinMenu::StartSharedLaunchFlow()
{
const bool bManualJoin = (g_Win64MultiplayerJoin == true);
const bool bManualJoin = (g_MultiplayerJoin == true);
if (bManualJoin)
{
JoinGame(this);
@@ -431,7 +431,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
{
return;
}
const bool bManualJoin = (g_Win64MultiplayerJoin == true);
const bool bManualJoin = (g_MultiplayerJoin == true);
DWORD dwSignedInUsers = 0;
bool noPrivileges = false;
@@ -14,7 +14,7 @@
#include "..\..\TexturePackRepository.h"
#include "..\..\TexturePack.h"
#include "..\Network\SessionInfo.h"
#include "..\..\Common\Network\WinsockNetLayer.h"
#include "..\..\Common\Network\NetworkSocketLayer.h"
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
#include "Common\Network\Sony\SonyHttp.h"
#include "Common\Network\Sony\SonyRemoteStorage.h"
@@ -1386,7 +1386,7 @@ void UIScene_LoadOrJoinMenu::CheckAndJoinGame(int gameIndex)
if( m_buttonListGames.getItemCount() > 0 && gameIndex < m_currentSessions->size() )
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
const bool bManualJoin = (g_Win64MultiplayerJoin == true);
const bool bManualJoin = (g_MultiplayerJoin == true);
// 4J-PB - is the player allowed to join games?
bool noUGC=false;
bool bContentRestricted=false;
@@ -8,7 +8,7 @@
#include "UIScene_MainMenu.h"
#ifdef __ORBIS__
#include <error_dialog.h>
#include "..\..\Common\Network\WinsockNetLayer.h"
#include "..\..\Common\Network\NetworkSocketLayer.h"
#endif
Random *UIScene_MainMenu::random = new Random();
@@ -319,7 +319,7 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
if(g_Win64MultiplayerJoin)
if(g_MultiplayerJoin)
{
// request only completes after the platform network timeout.
// this needs to be done before hand or else the PS4 crashes ill need to look more into this
@@ -1108,7 +1108,7 @@ void UIScene_MainMenu::RefreshChatAndContentRestrictionsReturned_PlayGame(void *
int primaryPad = ProfileManager.GetPrimaryPad();
UIScene_MainMenu* pClass = (UIScene_MainMenu*)pParam;
const bool bManualJoin = (g_Win64MultiplayerJoin == true);
const bool bManualJoin = (g_MultiplayerJoin == true);
if (bManualJoin)
{
CreateLoad_SignInReturned(pClass, true, primaryPad);