Rearrange Network Shutdown to be properly in order (NetInit->AdhocInit->network functions->AdhocTerm->NetTerm)
Fixed an issue when MipsCall executed on any random thread instead of it's own thread causing some registers to be corrupted and leading to invalid address access
Giving access to some Kernel functions in order to execute MipsCall on the right thread instead of any random thread (current thread)
Adding Branch opcode to the MAKE_MIPS
Temp revert old version to fix conflict
Implementing built-in PRO Adhoc Server
Add back sceUsbGps
Implementing more Adhoc functions, and some bug fix (i don't remember them anymore)
build fix for non-windows
Another build fix
Move database.db to Tools\PSP game data
Adding socket error checking on AdhocServer
Changing the socket order checking in AdhocPollSocket a little bit
PS: The way how ppsspp indexing the socket may need to be changed to prevent PDP and PTP socket having the possibility to use the same socket id
Travis CI Fix
typo
Revert "Fixed an issue when MipsCall executed on any random thread instead of it's own thread causing some registers to be corrupted and leading to invalid address access"

This reverts commit 8a65d73ad25ad0f35b02f0e3af84de37625550b0.
Add built-in AdhocServer option
Add EnableWlan check
Move built-in AdhocServer Thread to __NetAdhocInit

There are games (ie. Naruto Kizuna Drive) who tried to initialize
network/connect to adhoc server early when the game started, if adhoc
server wasn't ready the player may need to restart the game in order to
connect successfully
Add a readme.txt for database.db