fix PS4 networking support (#20)
gonna mark this a WIP till i test more with large worlds and achievements issues i dont wanna break the PS3 and other builds by enabling it freely, ideally i can get it to work without it also i wanna remove the GetLocalIPv4Interfaces auto discovery feature i just did that cause i had so many local networks it got confusing, will remove on Final PR editReviewed-on: #20 Co-authored-by: NaN <nan@str1k3r.xyz>
This commit was merged in pull request #20.
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@@ -477,6 +477,8 @@ bool CPlatformNetworkManagerStub::_RunNetworkGame()
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{
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extern QNET_STATE _iQNetStubState;
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_iQNetStubState = QNET_STATE_GAME_PLAY;
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if (m_pIQNet->IsHost())
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NetworkSocketLayer::UpdateAdvertiseJoinable(true);
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for (DWORD i = 0; i < IQNet::s_playerCount; i++)
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{
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@@ -698,7 +700,7 @@ void CPlatformNetworkManagerStub::SearchForGames()
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{
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std::vector<LANSession> lanSessions = NetworkSocketLayer::GetDiscoveredSessions();
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if (g_MultiplayerJoin)
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if (g_MultiplayerJoin && g_MultiplayerIP[0] != '\0')
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{
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bool alreadyPresent = false;
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for (size_t i = 0; i < lanSessions.size(); i++)
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