While apctl was in JOINING, every Update restarted the fade-in, so the dialog
sat at its first, barely visible step until the state moved on to getting an
IP. It now keeps the fade-in it started with.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
- The result was only ever written on cancel, so a connection that worked
gave the game back whatever was in the field, which some fill with -1.
- Infrastructure mode drew a Cancel button that did nothing, so if the
access point never gave an IP there was no way out. Cancelling now also
disconnects the connect it started, so the game isn't left connected
after being told the dialog was aborted.
- An unknown netAction went down neither path and never finished.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
- The Yugioh savedata workaround force-stopped the other dialog without
releasing the volatile memory it held, so the savedata helper then waited
for it forever.
- Screenshot's ShutdownStart and Update succeeded when no screenshot was
running, putting it back into SHUTDOWN.
- Savestates: Netconf didn't keep its request address, and a DNS json
download going on was gone after a load, so it could wait for it forever;
it now fetches the json again (it's cached). NpSignin didn't keep its
request address either. Both restart their timeouts instead of timing out
at once. With states from before, they keep the current address as they
used to.
- Loading a state from before NpSignin, GameSharing or HtmlViewer were saved
resets them rather than keeping this session's state (including the
HtmlViewer's memory block), and without Shutdown's side effects, which
would write to the loaded memory and release its volatile lock.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
InitStart sizes: Netconf and NpSignin accepted any size, then wrote
common.size bytes back from a 64-68 byte host struct, copying host memory
into PSP RAM. GamedataInstall looked for install files before checking the
size, and the HtmlViewer read options before checking the whole request was
in memory. All the dialogs now check the address, then the sizes
sceUtility_Driver accepts (utility/dialog/sizes), before anything else, as
the firmware does (a bad address is INVALID_ADDRESS), and write back no more
than the struct.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
Seems the game might not handle the case of confirm button being set to
cross properly, so force it to circle if this game is running.
Fixes#15663 (hopefully..)
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!