This seems sensible enough since macOS’s archaic, deprecated OpenGL
implementation isn’t supported by RPCS3 anyways. Also fixes some CI
fails caused by GLEW as a consequence.
This PR fixes a visual bug with the Clans system, incorrectly converting
the `jid` to a user's NPID, instead of using their username.
Variable names should now be a bit clearer and avoid similar issues in
the future.
---------
Signed-off-by: zeph <zephyrzefa15@gmail.com>
This PR implements the Sony Clans subsystem for the RPCS3 emulator.
Used in:
- PlayStation Home [NPIA00005]
- ?
Addresses and closes
[#16464](https://github.com/RPCS3/rpcs3/issues/16464).
---
The source code for the server is available
[here](https://github.com/ZephyrCodesStuff/clans-rs) and is licensed
AGPLv3.
- It's written in Rust, with my best efforts in readability and
documentation.
- Every feature not-pertaining to RPCS3 has been feature-gated at
compile-time.
- Fully Dockerized deployment
- Ticket signature verification
NOTE: The server is fully compatible with the PS3 console as well, as it
follows the PS3 Clans Library specification.
---
The emulator code tries its best to follow on the steps of the RPCN
client code wherever possible; both in the Client as well as the
Settings and Config components.
Features:
- Clans client implementation in `clans_client.[h,cpp]`
- Syscalls implementation in `sceNpClans.[h,cpp]`
- A couple of missing structs and/or enum members have been added in
`sceNp.h`
- Qt GUI for selecting the desired Clans server to use (default: [HTTPS]
`clans.rpcs3.net`)
- Implemented in `clans_settings_dialog.[h,cpp]`
- Prevents modifying during emulator usage
- `clans.yml` config file for persistence
- Implemented in `clans_config.[h,cpp]`
---------
Signed-off-by: zeph <35661622+ZephyrCodesStuff@users.noreply.github.com>
Signed-off-by: zeph <zephyrzefa15@gmail.com>