- 17 Feb, 2021 1 commit
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Glitchy Scripts authored
Added log level flags to the debug ui and config. Added broadcast address to execution flags. Fixed some player data issues.
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- 15 Jan, 2021 1 commit
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Glitchy Scripts authored
Changed port handling to allow toggling in config of using base ports or the original port mappings. Added stubbed implementation of XHV Engine for voice. Added debug windows for local sockets and peer socket addresses.
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- 31 Dec, 2020 1 commit
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Glitchy Scripts authored
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- 30 Dec, 2020 1 commit
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Glitchy Scripts authored
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- 11 Dec, 2020 1 commit
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Glitchy Scripts authored
Added automatic logging in when the Title calls XShowSigninUI(...). Removed xllndebuglogblacklist from execution flags.
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- 16 Nov, 2020 1 commit
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Glitchy Scripts authored
Moved the ShowXLLN function to its own thread with a brief pause to prevent user input issues on the main thread when stealing focus.
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- 15 Nov, 2020 1 commit
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Glitchy Scripts authored
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- 23 Oct, 2020 1 commit
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Glitchy Scripts authored
Fixed up closing socket 'bug' (title using undocumented win32 functionality). And allowing TCP sockets to guess the remote port based on existing connections to the instance.
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- 05 Oct, 2020 1 commit
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Glitchy Scripts authored
Forwarded packets are used to send an unknown user request so the attempt to connect to the instanceId works later. Added XSocketSetSockOpt SO_BROADCAST check and logging to sockets. LiveOverLan uses the socket broadcast information to select the correct socket to broadcast on (instead of hardcoding it).
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- 04 Oct, 2020 1 commit
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Glitchy Scripts authored
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- 03 Oct, 2020 1 commit
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Glitchy Scripts authored
All stock/title packets are wrapped. Fixed printing port numbers as unsigned int16 now instead of signed.
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- 02 Oct, 2020 1 commit
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Glitchy Scripts authored
Added broadcast address override support for multiple addresses as well as IPv6 addresses. The project however does not yet support IPv6.
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- 18 Sep, 2020 1 commit
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Glitchy Scripts authored
Changed the XLLN UI around a little bit. Changed version to 1.1.1.1. Fixed XLLN_LOG_ definition bitwise shift mistake.
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- 16 Sep, 2020 2 commits
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Glitchy Scripts authored
Moved all critical section init and deinit calls to the very start and end of the program respectively.
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Glitchy Scripts authored
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- 15 Sep, 2020 1 commit
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Glitchy Scripts authored
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- 14 Sep, 2020 1 commit
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Glitchy Scripts authored
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- 13 Sep, 2020 1 commit
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Glitchy Scripts authored
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- 12 Sep, 2020 1 commit
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Glitchy Scripts authored
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- 22 Aug, 2020 2 commits
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Glitchy Scripts authored
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Glitchy Scripts authored
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- 19 Aug, 2020 5 commits
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Glitchy Scripts authored
Created a debug log (variadic) compiler macro so debug strings don't get compiled into release mode. Cleaned up logging by changing all addDebugText and XLLNDebugLog to XLLN_DEBUG_LOG macro.
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Glitchy Scripts authored
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Glitchy Scripts authored
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Glitchy Scripts authored
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Glitchy Scripts authored
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- 16 Aug, 2020 1 commit
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Glitchy Scripts authored
Changed XLLN-Modules implementation. Now XLLN or XLLN-Wrappers will call exports in the XLLN-Modules for XLLNModulePostInit@41101 and XLLNModulePreUninit@41102 instead of registering a callback. Added compiler definitions for log levels and contexts.
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- 12 Aug, 2020 1 commit
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Glitchy Scripts authored
Changed the way XLiveLessNess invokes XLLN-Modules. Now it only invokes modules once the entry point of the Title is called. To do this XLiveLessNess codecaves the first instruction pointed to by AddressOfEntryPoint in the PE header. The benefits of this are: 1. XLiveLessNess (xlive.dll) and all other dynamically linked DLLs have definitely been internally initialised at that point so we can call additional XLLN logging / setup functions etc. (via GetProcAddress and the ordinal/export identifier). If the function doesn't exist then it's an unsupported / different xlive.dll and the XLLN-Modules can choose to initialise or not (partial functionality or none). 2. If xlive.dll is not XLLN then other DLLs can load the XLLN-Modules via the same AddressOfEntryPoint codecave idea. However, other DLLs should only try to create the global mutex ("Global\\XllnLoadModules0x%x" unique to the process id) indicating if the modules have been loaded already from within the codecave. XLLN therefore obtains it on its DllMain earlier than other DLLs would. This ensures that in the future if there is a XLLN-Module loading selection preference or ordering API for example then it can function with outdated XLLN-Module invoking DLLs.
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- 03 May, 2020 1 commit
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Glitchy Scripts authored
Fixed some file encodings and line endings. Stubbed some WSA and other functions. Added XLLNDebugLogF, XSocketRecvFromCustomHelper.
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- 07 Aug, 2019 1 commit
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Glitchy Scripts authored
Implemented XUserReadProfileSettingsByXuid which required some readjusting of code and helper functions.
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- 06 Aug, 2019 1 commit
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Glitchy Scripts authored
Added a bunch of XPROFILE macros. A few minor fix-ups. TODO get Title ID from the .cfg file. TODO file I/O path. TODO XUserReadProfileSettingsByXuid.
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- 04 Aug, 2019 2 commits
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Glitchy Scripts authored
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Glitchy Scripts authored
Add execution argument blacklist to exclude particular exports from being logged (for spamming reasons. it was previously hard coded strings). Added blacklist example to TitleBinary.props.
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- 03 Aug, 2019 1 commit
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Glitchy Scripts authored
Added xliveportbase exec argument. Export additions. TitleBinary.props execution argument macro. Various Improvements.
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- 28 Jul, 2019 1 commit
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Glitchy Scripts authored
Added TitleBinary.props for macro use in different BinOut's (this is an example of Bioshock 2 which requires manually attaching to the engine process on start since the launcher closes). Added more export implementations.
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- 27 Jul, 2019 2 commits
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Glitchy Scripts authored
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Glitchy Scripts authored
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- 22 Jun, 2019 1 commit
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Glitchy Scripts authored
Added LiveOverLan_BROADCAST_HANDLER and POST_INIT_FUNC (after xlln finishes initialising everything it invokes each callback function that was registered) to XLLNModifyProperty(...).
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- 06 May, 2019 1 commit
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Glitchy Scripts authored
Added export to allow mods to change the local user's IPv4 address such that online mode is possible. Cleaned up all custom packet implementation so there is no chance of collision between real Title's packets and XLLN's. Started using enums to clean up the magic numbers. Added tracking of network sockets created by Title. Various improvements.
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- 02 Mar, 2019 1 commit
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Glitchy Scripts authored
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