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.
This commit is contained in:
NaN
2026-08-04 22:49:46 +00:00
committed by pieeebot
parent 2840b7620b
commit 4b0520c938
8 changed files with 115 additions and 39 deletions
@@ -477,6 +477,8 @@ bool CPlatformNetworkManagerStub::_RunNetworkGame()
{
extern QNET_STATE _iQNetStubState;
_iQNetStubState = QNET_STATE_GAME_PLAY;
if (m_pIQNet->IsHost())
NetworkSocketLayer::UpdateAdvertiseJoinable(true);
for (DWORD i = 0; i < IQNet::s_playerCount; i++)
{
@@ -698,7 +700,7 @@ void CPlatformNetworkManagerStub::SearchForGames()
{
std::vector<LANSession> lanSessions = NetworkSocketLayer::GetDiscoveredSessions();
if (g_MultiplayerJoin)
if (g_MultiplayerJoin && g_MultiplayerIP[0] != '\0')
{
bool alreadyPresent = false;
for (size_t i = 0; i < lanSessions.size(); i++)