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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-16 19:15:14 -04:00
PS3: Fix can't connect to multiplayer servers, fix crashing when trying to extract a texture pack zip on real hardware
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9f583dd486
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@ -12,7 +12,7 @@ include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# configurable options
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#---------------------------------------------------------------------------------
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APP_ICON := $(TOPDIR)/misc/CC_48x48.png
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APP_ICON := $(TOPDIR)/misc/3ds/icon.png
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APP_TITLE := ClassiCube
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APP_DESCRIPTION := Simple block building sandbox
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APP_AUTHOR := UnknownShadow200
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BIN
misc/3ds/banner.png
Normal file
BIN
misc/3ds/banner.png
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Binary file not shown.
After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
@ -35,15 +35,13 @@
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const cc_result ReturnCode_FileShareViolation = 1000000000; // not used
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const cc_result ReturnCode_FileNotFound = 0x80010006; // ENOENT;
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//const cc_result ReturnCode_SocketInProgess = 0x80010032; // EINPROGRESS
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//const cc_result ReturnCode_SocketWouldBlock = 0x80010001; // EWOULDBLOCK;
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const cc_result ReturnCode_DirectoryExists = 0x80010014; // EEXIST
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const cc_result ReturnCode_SocketInProgess = NET_EINPROGRESS;
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const cc_result ReturnCode_SocketWouldBlock = NET_EWOULDBLOCK;
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const cc_result ReturnCode_DirectoryExists = 0x80010014; // EEXIST
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const char* Platform_AppNameSuffix = " PS3";
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SYS_PROCESS_PARAM(1001, 128 * 1024); // 128kb stack size
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SYS_PROCESS_PARAM(1001, 256 * 1024); // 256kb stack size
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/*########################################################################################################################*
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*------------------------------------------------------Logging/Time-------------------------------------------------------*
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@ -415,13 +413,12 @@ void Socket_Close(cc_socket s) {
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static cc_result Socket_Poll(cc_socket s, int mode, cc_bool* success) {
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struct pollfd pfd;
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int flags, res;
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int flags;
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pfd.fd = s;
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pfd.events = mode == SOCKET_POLL_READ ? POLLIN : POLLOUT;
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res = netPoll(&pfd, 1, 0);
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if (res) return net_errno;
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if (netPoll(&pfd, 1, 0) < 0) return net_errno;
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/* to match select, closed socket still counts as readable */
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flags = mode == SOCKET_POLL_READ ? (POLLIN | POLLHUP) : POLLOUT;
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@ -438,7 +435,7 @@ cc_result Socket_CheckWritable(cc_socket s, cc_bool* writable) {
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cc_result res = Socket_Poll(s, SOCKET_POLL_WRITE, writable);
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if (res || *writable) return res;
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/* https://stackoverflow.com/questions/29479953/so-error-value-after-successful-socket-operation */
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// https://stackoverflow.com/questions/29479953/so-error-value-after-successful-socket-operation
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netGetSockOpt(s, SOL_SOCKET, SO_ERROR, &res, &resultSize);
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return res;
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}
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@ -59,8 +59,8 @@ void Window_Init(void) {
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WindowInfo.Exists = true;
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Input.Sources = INPUT_SOURCE_GAMEPAD;
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DisplayInfo.ContentOffsetX = 10;
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DisplayInfo.ContentOffsetY = 10;
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DisplayInfo.ContentOffsetX = 20;
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DisplayInfo.ContentOffsetY = 20;
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ioPadInit(MAX_PORT_NUM);
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ioKbInit(MAX_KB_PORT_NUM);
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