From 53e066aab761d3722e28eac3893e3af37e40b483 Mon Sep 17 00:00:00 2001 From: Vudjun Date: Sat, 26 Oct 2024 21:47:41 +0100 Subject: [PATCH] Fix some connection issues by always sending NetworkChangeEvent immediately --- .../LdnRyu/LdnMasterProxyClient.cs | 43 +++++++++++++++++++ 1 file changed, 43 insertions(+) diff --git a/src/Ryujinx.HLE/HOS/Services/Ldn/UserServiceCreator/LdnRyu/LdnMasterProxyClient.cs b/src/Ryujinx.HLE/HOS/Services/Ldn/UserServiceCreator/LdnRyu/LdnMasterProxyClient.cs index ec6d636f0..4c7814b8e 100644 --- a/src/Ryujinx.HLE/HOS/Services/Ldn/UserServiceCreator/LdnRyu/LdnMasterProxyClient.cs +++ b/src/Ryujinx.HLE/HOS/Services/Ldn/UserServiceCreator/LdnRyu/LdnMasterProxyClient.cs @@ -489,6 +489,41 @@ namespace Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.LdnRyu SendAsync(_protocol.Encode(PacketId.CreateAccessPoint, request, advertiseData)); + // Send a network change event with dummy data immediately. Necessary to avoid crashes in some games + var networkChangeEvent = new NetworkChangeEventArgs(new NetworkInfo() + { + Common = new CommonNetworkInfo() + { + MacAddress = InitializeMemory.MacAddress, + Channel = request.NetworkConfig.Channel, + LinkLevel = 3, + NetworkType = 2, + Ssid = new Ssid() + { + Length = 32 + } + }, + Ldn = new LdnNetworkInfo() + { + AdvertiseDataSize = (ushort)advertiseData.Length, + AuthenticationId = 0, + NodeCount = 1, + NodeCountMax = request.NetworkConfig.NodeCountMax, + SecurityMode = (ushort)request.SecurityConfig.SecurityMode + } + }, true); + networkChangeEvent.Info.Ldn.Nodes[0] = new NodeInfo() + { + Ipv4Address = 175243265, + IsConnected = 1, + LocalCommunicationVersion = request.NetworkConfig.LocalCommunicationVersion, + MacAddress = InitializeMemory.MacAddress, + NodeId = 0, + UserName = request.UserConfig.UserName + }; + "12345678123456781234567812345678"u8.ToArray().CopyTo(networkChangeEvent.Info.Common.Ssid.Name.AsSpan()); + NetworkChange?.Invoke(this, networkChangeEvent); + return CreateNetworkCommon(); } @@ -575,6 +610,14 @@ namespace Ryujinx.HLE.HOS.Services.Ldn.UserServiceCreator.LdnRyu SendAsync(_protocol.Encode(PacketId.Connect, request)); + var networkChangeEvent = new NetworkChangeEventArgs(new NetworkInfo() + { + Common = request.NetworkInfo.Common, + Ldn = request.NetworkInfo.Ldn + }, true); + + NetworkChange?.Invoke(this, networkChangeEvent); + return ConnectCommon(); }