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Description
I have noticed a problem with sceUtilityLoadNetModule
.
If I load PSP_NET_MODULE_COMMON
and PSP_NET_MODULE_INET
and then I call pspAudioInit()
, I will not be able to create a thread with sceKernelCreateThread
. If a thread already exists in my game, it will be stopped.
sceKernelCreateThread
will always return a negative thread id.
sceUtilityLoadNetModule(PSP_NET_MODULE_COMMON);
sceUtilityLoadNetModule(PSP_NET_MODULE_INET);
pspAudioInit();
SceUID thd_id = sceKernelCreateThread("thread1", thread1, 0x38, 0x10000, 0, NULL);
if (thd_id >= 0)
{
sceKernelStartThread(thd_id, 0, 0);
}
else
{
pspDebugScreenPrintf("Bad thread id\n");
}
This should prints Bad thread id
.
I don't have a PSP 2000/3000 to test but I have the problem on my PSP 1000 and Street. My FW version is 6.61.
I think there is an issue with sceUtilityLoadNetModule
or something else about network because most of network samples do not work on my PSP 1000, see: #45 (comment)
Small compilable sample code with the issue (there is a precompiled EBOOT too): No_Thread_Issue.zip
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