![]() I'll try to find a better way to detects a shutdown/exit-to-menu to prevent it from retrying during a shutdown.Ĭurrently i'm using select with timeout, i guess i should've used the non-blocking one and loop+sleep_ms it while checking the timeout and the state of shutdown. Try to "Exit to menu" last, after the one with built-in Adhoc Server exited, there should be 1,5-2 seconds delay here due to waiting for unreachable Adhoc Server. Try to do "Exit to menu" first before the one with buil-in Adhoc Server exit. 23:50:48.077 29276-1124/? I/PPSSPP: FriendFinder: End of Friend Finder ThreadĬould you test this on your side whether this is the same issue you're experiencing:ġ). Well this phone is kinda broken anyway (i can't even press the power button anymore) so not sure if this usb issue a hardware issue or not.ītw, as i remembered if PPSSPP crashed when exiting, it's usually not updating the recent games history, so you can at lease check the history to identify whether it was a crash or not.įor example, if game A suspected to be crashed on exit, you can try playing game B for a short time and exit to make sure game B is located in first place of the recent game history, and then play game A and try to reproduce the suspected crash and exit, then check the history again, if it's still game B in the first place then game A was really got a crash. Unfortunately, my laptop can no longer detects my android phone (not even as storage) when i plugged the usb cable, not sure why :( but i think it's started since i updated android studio/sdk tools that have a new google driver, and haven't found a way to solve this. It's also possible for the lag to be caused by crashes, for example when i had the crash related to D3D11 i reported recently, i noticed a longer time to close down PPSSPP, but that's related to GPU so it's probably different issue with this one.Īnyway, it's hard to investigate this without checking the logs, even better if debugged directly from android studio to catch any crash. ![]() When exiting a game it need to cleanup some resources, and if you're using UPnP it might takes longer because it need to close opened ports or restore it back to the original owner of all the ports used by the game on-by-one (unfortunately there isn't a batching way to do this from miniUPnP)
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