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
@@ -8,6 +8,7 @@
#include "UIScene_MainMenu.h"
#ifdef __ORBIS__
#include <error_dialog.h>
#include "..\..\Common\Network\NetworkSocketLayer.h"
#endif
Random *UIScene_MainMenu::random = new Random();
@@ -318,7 +319,16 @@ void UIScene_MainMenu::handlePress(F64 controlId, F64 childId)
//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
ProfileManager.RefreshChatAndContentRestrictions(RefreshChatAndContentRestrictionsReturned_PlayGame, this);
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
CreateLoad_SignInReturned(this, true, primaryPad);
}
else
{
ProfileManager.RefreshChatAndContentRestrictions(RefreshChatAndContentRestrictionsReturned_PlayGame, this);
}
}
#else
m_eAction=eAction_RunGame;
@@ -1098,6 +1108,12 @@ void UIScene_MainMenu::RefreshChatAndContentRestrictionsReturned_PlayGame(void *
int primaryPad = ProfileManager.GetPrimaryPad();
UIScene_MainMenu* pClass = (UIScene_MainMenu*)pParam;
const bool bManualJoin = (g_MultiplayerJoin == true);
if (bManualJoin)
{
CreateLoad_SignInReturned(pClass, true, primaryPad);
return;
}
int (*signInReturnedFunc) (LPVOID,const bool, const int iPad) = NULL;