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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@@ -8,6 +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\NetworkSocketLayer.h"
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#endif
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Random *UIScene_MainMenu::random = new Random();
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@@ -318,7 +319,16 @@ 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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ProfileManager.RefreshChatAndContentRestrictions(RefreshChatAndContentRestrictionsReturned_PlayGame, this);
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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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CreateLoad_SignInReturned(this, true, primaryPad);
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}
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else
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{
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ProfileManager.RefreshChatAndContentRestrictions(RefreshChatAndContentRestrictionsReturned_PlayGame, this);
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}
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}
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#else
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m_eAction=eAction_RunGame;
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@@ -1098,6 +1108,12 @@ 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_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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return;
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}
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int (*signInReturnedFunc) (LPVOID,const bool, const int iPad) = NULL;
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