Пример #1
0
JSocket::~JSocket(){
#ifdef NETWORK_SUPPORT
  	pspSdkInetTerm();
		sceNetApctlDisconnect();
		sceNetApctlTerm();
#endif        
}
Пример #2
0
static xjse_result_t xpnet_apctl_disconnect(XPNETCTX* pxpnctx)
{
#ifdef	XTPF_PSP
	sceNetApctlDisconnect();
#endif	//XTPF_PSP
	pxpnctx->napconstatus = XPNETAPCTLSTAT_NOTCONN;

	return	XJSE_SUCCESS;
}
Пример #3
0
int disconnectApctl()
{
	int stat = 1;
	int ret = sceNetApctlDisconnect();
	while( stat && ret >= 0 )
	{
		ret = sceNetApctlGetState( &stat );
		sceKernelDelayThread( 50000 );
	}
	return 0;
}
Пример #4
0
static PyObject* disconnect_apctl(PyObject *self, PyObject *args)
{
    if (!PyArg_ParseTuple(args, ""))
       return NULL;

    Py_BEGIN_ALLOW_THREADS
       sceNetApctlDisconnect();
    Py_END_ALLOW_THREADS

    Py_INCREF(Py_None);
    return Py_None;
}
Пример #5
0
/**
 * Initialize Networking Components for Adhocctl Emulator
 * @param adhoc_id Game Product Code
 * @param server_ip Server IP
 * @return 0 on success or... -1
 */
int _initNetwork(const SceNetAdhocctlAdhocId * adhoc_id, const char * server_ip)
{
	// WLAN Switch Check
	if(sceWlanGetSwitchState() == 1)
	{
		// Initialize Access Point Control
		if(sceNetApctlInit(0x1800, 0x30) == 0)
		{
			// Attempt Counter
			int attemptmax = 10;
			
			// Attempt Number
			int attempt = 0;
			
			// Attempt Connection Setup
			for(; attempt < attemptmax; attempt++)
			{
				// Start Connection
				if(sceNetApctlConnect(_hotspot) == 0)
				{
					// Wait for Connection
					int statebefore = 0;
					int state = 0; while(state != 4)
					{
						// Query State
						int getstate = sceNetApctlGetState(&state);
						
						// Log State Change
						if(statebefore != state) printk("New Connection State: %d\n", state);					
						
						// Query Success
						if(getstate == 0 && state != 4)
						{
							// Wait for Retry
							sceKernelDelayThread(1000000);
						}
						
						// Query Error
						else break;
						
						// Save Before State
						statebefore = state;
					}
					
					// Connected
					if(state == 4)
					{
						// Create Friend Finder Socket
						int socket = sceNetInetSocket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
						
						// Created Socket
						if(socket > 0)
						{
							// Enable Port Re-use
							sceNetInetSetsockopt(socket, SOL_SOCKET, SO_REUSEADDR, &_one, sizeof(_one));
							sceNetInetSetsockopt(socket, SOL_SOCKET, SO_REUSEPORT, &_one, sizeof(_one));
							
							// Apply Receive Timeout Settings to Socket
							// uint32_t timeout = ADHOCCTL_RECV_TIMEOUT;
							// sceNetInetSetsockopt(socket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
							
							// Server IP
							uint32_t ip = 0;
							
							// Initialize DNS Resolver
							if(sceNetResolverInit() == 0)
							{
								// Create DNS Resolver
								unsigned char rbuf[512]; int rid = 0;
								if(sceNetResolverCreate(&rid, rbuf, sizeof(rbuf)) == 0)
								{
									// Resolve Domain
									if(sceNetResolverStartNtoA(rid, server_ip, &ip, 500000, 2) != 0)
									{
										// Attempt IP Conversion
										sceNetInetInetAton(server_ip, &ip);
									}
									
									// Delete DNS Resolver
									sceNetResolverDelete(rid);
								}
								
								// Shutdown DNS Resolver
								sceNetResolverTerm();
							}
							
							// Prepare Server Address
							SceNetInetSockaddrIn addr;
							addr.sin_len = sizeof(addr);
							addr.sin_family = AF_INET;
							addr.sin_addr = ip;
							addr.sin_port = sceNetHtons(ADHOCCTL_METAPORT);
							
							// Connect to Server
							if(sceNetInetConnect(socket, (SceNetInetSockaddr *)&addr, sizeof(addr)) == 0)
							{
								// Save Meta Socket
								_metasocket = socket;
								
								// Save Product Code
								_product_code = *adhoc_id;
								
								// Clear Event Handler
								memset(_event_handler, 0, sizeof(_event_handler[0]) * ADHOCCTL_MAX_HANDLER);
								memset(_event_args, 0, sizeof(_event_args[0]) * ADHOCCTL_MAX_HANDLER);
								
								// Clear Internal Control Status
								memset(&_parameter, 0, sizeof(_parameter));
								
								// Read PSP Player Name
								sceUtilityGetSystemParamString(PSP_SYSTEMPARAM_ID_STRING_NICKNAME, (char *)_parameter.nickname.data, ADHOCCTL_NICKNAME_LEN);
								
								// Read Adhoc Channel
								sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_ADHOC_CHANNEL, &_parameter.channel);
								
								// Fake Channel Number 1 on Automatic Channel
								if(_parameter.channel == 0) _parameter.channel = 1;
								
								// Read PSP MAC Address
								sceWlanGetEtherAddr((void *)&_parameter.bssid.mac_addr.data);
								
								// Prepare Login Packet
								SceNetAdhocctlLoginPacketC2S packet;
								
								// Set Packet Opcode
								packet.base.opcode = OPCODE_LOGIN;
								
								// Set MAC Address
								packet.mac = _parameter.bssid.mac_addr;
								
								// Set Nickname
								packet.name = _parameter.nickname;
								
								// Set Game Product ID
								memcpy(packet.game.data, adhoc_id->data, ADHOCCTL_ADHOCID_LEN);
								
								// Acquire Network Layer Lock
								_acquireNetworkLock();
								
								// Send Login Packet
								sceNetInetSend(_metasocket, &packet, sizeof(packet), INET_MSG_DONTWAIT);
								
								// Free Network Layer Lock
								_freeNetworkLock();
								
								// Load UPNP Library
								_upnp_uid = sceKernelLoadModule("ms0:/kd/pspnet_miniupnc.prx", 0, NULL);
								
								// Start UPNP Library
								int status = 0; sceKernelStartModule(_upnp_uid, 0, NULL, &status, NULL);
								
								// Return Success
								return 0;
							}
							
							// Delete Socket
							sceNetInetClose(socket);
						}
						
						// Close Hotspot Connection
						sceNetApctlDisconnect();
					}
				}
			}
			
			// Terminate Access Point Control
			sceNetApctlTerm();	
		}
	}
	
	// Generic Error
	return -1;
}