Revert the threading of wii-network.
This rolls back to commit bca2cac640
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ebf79a8865
commit
d33c19b0cd
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@ -535,14 +535,14 @@ void ExecuteCommand(u32 _Address)
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}
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}
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// It seems that the original hardware overwrites the command after it has been
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// executed. We write 8 which is not any valid command, and what IOS does
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Memory::Write_U32(8, _Address);
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// IOS seems to write back the command that was responded to
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Memory::Write_U32(Command, _Address + 8);
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if (CmdSuccess)
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{
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// It seems that the original hardware overwrites the command after it has been
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// executed. We write 8 which is not any valid command, and what IOS does
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Memory::Write_U32(8, _Address);
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// IOS seems to write back the command that was responded to
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Memory::Write_U32(Command, _Address + 8);
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// Ensure replies happen in order, fairly ugly
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// Without this, tons of games fail now that DI commads have different reply delays
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int reply_delay = pDevice ? pDevice->GetCmdDelay(_Address) : 0;
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File diff suppressed because it is too large
Load Diff
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@ -29,7 +29,6 @@
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#include <ws2tcpip.h>
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#endif
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#include "Timer.h"
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#include "Thread.h"
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#include "FileUtil.h"
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// data layout of the network configuration file (/shared2/sys/net/02/config.dat)
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@ -569,54 +568,6 @@ private:
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}
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};
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class _tSocket
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{
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public:
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bool running;
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std::mutex m_mutex;
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std::thread* thread;
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_tSocket()
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{
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running = true;
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}
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bool getCommand(u32& commandAddress)
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{
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std::lock_guard<std::mutex> lk(m_mutex);
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if (commands.empty())
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return false;
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commandAddress = commands.front();
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commands.pop();
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return true;
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}
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void addCommand(u32 commandAddress)
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{
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std::lock_guard<std::mutex> lk(m_mutex);
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commands.push(commandAddress);
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event.Set();
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}
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void StopAndJoin()
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{
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running = false;
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event.Set();
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thread->join();
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delete thread;
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thread = NULL;
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}
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void WaitForEvent()
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{
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event.Wait();
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}
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private:
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Common::Event event;
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std::queue<u32> commands;
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};
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//////////////////////////////////////////////////////////////////////////
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class CWII_IPC_HLE_Device_net_ip_top : public IWII_IPC_HLE_Device
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{
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@ -634,11 +585,6 @@ private:
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#ifdef _WIN32
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WSADATA InitData;
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#endif
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std::map<u32, _tSocket*> socketMap;
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std::mutex socketMapMutex;
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void processSocket(u32 socket);
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s32 processSocketIoctl(u32 CommandAddress, u32 socket);
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s32 processSocketIoctlv(u32 CommandAddress, u32 socket);
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enum
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{
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@ -683,39 +629,6 @@ private:
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u32 ExecuteCommandV(SIOCtlVBuffer& CommandBuffer);
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};
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static int getNetErrorCode(int ret, std::string caller, bool isRW);
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struct bind_params
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{
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u32 socket;
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u32 has_name;
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u8 name[28];
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};
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struct GC_sockaddr
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{
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u8 sa_len;
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u8 sa_family;
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s8 sa_data[14];
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};
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struct GC_in_addr
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{
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// this cannot be named s_addr under windows - collides with some crazy define.
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u32 s_addr_;
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};
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struct GC_sockaddr_in
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{
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u8 sin_len;
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u8 sin_family;
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u16 sin_port;
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struct GC_in_addr sin_addr;
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s8 sin_zero[8];
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};
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// **********************************************************************************
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// Interface for reading and changing network configuration (probably some other stuff as well)
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class CWII_IPC_HLE_Device_net_ncd_manage : public IWII_IPC_HLE_Device
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