feat: add PS4 networking support

This commit is contained in:
NaN
2026-08-03 16:57:07 -04:00
parent ce3e83039d
commit 930a104e50
7 changed files with 174 additions and 46 deletions
@@ -8,6 +8,7 @@
#include "UIScene_MainMenu.h"
#ifdef __ORBIS__
#include <error_dialog.h>
#include "..\..\Common\Network\WinsockNetLayer.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_Win64MultiplayerJoin)
{
// 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_Win64MultiplayerJoin == true);
if (bManualJoin)
{
CreateLoad_SignInReturned(pClass, true, primaryPad);
return;
}
int (*signInReturnedFunc) (LPVOID,const bool, const int iPad) = NULL;