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* Implement sceNpCheckPlus * Rework request storage We'll need to store more data to "fake" async requests. * sceNpAbortRequest Pretty simple to add, so might as well. * Formatting changes * Async request logic There's probably some things I'm getting wrong for cases where PSN is connected, but for reasons that should be pretty obvious, learning how that all works is a little more involved than the PSN disconnected results. * Add missing error check * Update np_manager.cpp * Add a mutex to prevent concurrent reads/writes to g_requests I imagine multi-threading is a lot more commonly used with the async functions, though I haven't tested enough to know. * Update np_manager.h * Move request creation to separate internal function * Oops Not sure how that got missed, but good thing I spotted it * Oops |
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| .. | ||
| np_auth.cpp | ||
| np_auth.h | ||
| np_common_error.h | ||
| np_common.cpp | ||
| np_common.h | ||
| np_error.h | ||
| np_manager.cpp | ||
| np_manager.h | ||
| np_party_error.h | ||
| np_party.cpp | ||
| np_party.h | ||
| np_profile_dialog.cpp | ||
| np_profile_dialog.h | ||
| np_score.cpp | ||
| np_score.h | ||
| np_sns_facebook_dialog.cpp | ||
| np_sns_facebook_dialog.h | ||
| np_trophy_error.h | ||
| np_trophy.cpp | ||
| np_trophy.h | ||
| np_types.h | ||
| np_web_api.cpp | ||
| np_web_api.h | ||
| trophy_ui.cpp | ||
| trophy_ui.h | ||