Merge the upstream pieeebot/cafeberry networking branch into the local
networking branch, incorporating the rebased mainline work (PS3/PSVita
networking, large-worlds defines, media rebuilds, workflow CI, renamed
WinsockNetLayer->NetworkSocketLayer / PlatformNetworkManagerStub->
PlatformNetworkManager refactors).
Conflict resolutions:
- NetworkSocketLayer.cpp / PlatformNetworkManager.{h,cpp}: took the
remote's evolved implementations (connect retries, non-blocking
connect, smallId assignment, GAME_PLAY state handling in DoWork).
- PS3-postbuild.ps1: kept the remote's approach of disabling the
broken PSVita tutorial pack copy (softlocks game).
- Minecraft.Client.vcxproj: took the remote's restructured project.
The X360 offline-LAN pre-login grant (ClientConnection.cpp) is retained.
- Handle pre-login permission checks in offline/system-link mode when
Xbox Live is disabled (grant canPlay/canPlayLocal/friends permissions)
- Log Offline LAN handshake events (PreLogin/Login/GAME_PLAY state)
- Stub: set QNET_STATE_GAME_PLAY on SetGamePlayState and advertise the
session joinable when hosting
- PS3 postbuild: source the PS3 tutorial pack from the PS3 tree instead
of the PSVita tree so the big-endian PS3 DLC parser doesn't read a
little-endian pack as garbage (fixes RPCS3 boot crash in
DLCManager::processDLCDataFile)
Temporarily disabled _LARGE_WORLDS to get all platforms communicating with eachother.
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Co-authored-by: 552eden <552eden@gmail.com>
Reviewed-on: #24
Co-authored-by: ubergamer-pie <16+ubergamer-pie@noreply.localhost>
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>
- Enable all Xbox 360 ContentPackage/submission builds in solution
- Map Xbox 360 configs to actual Xbox 360 platform instead of Win32
- Add Build.0 lines for ContentPackage, CONTENTPACKAGE_SYMBOLS,
ContentPackage_NO_TU, and ReleaseForArt Xbox 360 configs
- Remove xbdm.lib from Release/ContentPackage_Vita (debug-only lib)
- Add meme.xui from TU56 reference
This gives the final postbuilds (for now) and updates the soundengine paths to use orbis & windows64 respective paths
ontop of this it fixes a small issue with durango & orbis.
This adds previously missing files for PSVita & Orbis Builds, This was done by searching through the source to patch together the Orbis sce_sys, sce_module, & sce_gls for PSVita this was done by searching the source and decrypting a PKG file.
~~Now since the PSVita was done by decrypting a PKG this means some files might be encrypted still therefore they will most likely have to be replaced at a later date~~
This also adds the PSVita Postbuild script and fixes some issues with the Orbis Postbuild script.
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Co-authored-by: str1k3r <115313679+S1l3ntStr1ke87@users.noreply.github.com>
Reviewed-on: https://git.neolegacy.dev/Project-Elysium/main/pulls/4
Co-authored-by: str1k3r <15+str1k3r@noreply.neolegacy.dev>
Co-committed-by: str1k3r <15+str1k3r@noreply.neolegacy.dev>