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Vita: Try to fix networking, take 3
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@ -83,7 +83,8 @@ And also runs on:
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* PS Vita - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/vita), **untested on real hardware**)
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* Xbox - unfinished, major rendering issues (can [download from here](https://www.classicube.net/download/xbox), **untested on real hardware**)
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* PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **untested on real hardware**)
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* Nintendo 64 - unfinished, major rendering issues
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* Nintendo 64 - unfinished, moderate rendering issues
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* PS2 - unfinished, major rendering and stability issues
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# Compiling
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@ -359,6 +360,8 @@ Further information (e.g. style) for ClassiCube's source code can be found in th
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* [libdragon](https://github.com/DragonMinded/libdragon) - Backend for Nintendo 64
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* [cen64](https://github.com/n64dev/cen64) - Emulator used to test Nintendo 64 port
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* [ares](https://github.com/ares-emulator/ares) - Emulator used to test Nintendo 64 port
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* [ps2sdk](https://github.com/DragonMinded/libdragon) - Backend for Nintendo 64
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* [PCSX2](https://github.com/ps2dev/ps2sdk) - Emulator used to test PS2 port
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## Sound Credits
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@ -289,7 +289,7 @@ static int ParseHost(union SocketAddress* addr, const char* host) {
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int rid = sceNetResolverCreate("CC resolver", NULL, 0);
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if (rid < 0) return ERR_INVALID_ARGUMENT;
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int ret = sceNetResolverStartNtoa(rid, host, &addr->v4.sin_addr, 1 /* timeout */, 5 /* retries */, 0 /* flags */);
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int ret = sceNetResolverStartNtoa(rid, host, &addr->v4.sin_addr, 0, 0, 0);
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sceNetResolverDestroy(rid);
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return ret;
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}
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@ -358,7 +358,7 @@ static cc_result Socket_Poll(cc_socket s, int mode, cc_bool* success) {
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ev.data.fd = s;
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ev.events = flags;
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if ((res = sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_ADD, s, &ev))) return res;
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if ((res = sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_ADD, s, &ev))) return res;
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num_events = sceNetEpollWait(epoll_id, &ev, 1, 0);
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sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_DEL, s, NULL);
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@ -390,7 +390,7 @@ cc_result Socket_CheckWritable(cc_socket s, cc_bool* writable) {
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static char net_memory[512 * 1024] __attribute__ ((aligned (16))); // TODO is just 256 kb enough ?
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static void InitNetworking(void) {
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sceSysmoduleLoadModule(SCE_SYSMODULE_NET);
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sceSysmoduleLoadModule(SCE_SYSMODULE_NET);
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SceNetInitParam param;
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param.memory = net_memory;
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