/* Copyright (C) 2010-2017 The RetroArch team * * --------------------------------------------------------------------------------------- * The following license statement only applies to this file (net_compat.h). * --------------------------------------------------------------------------------------- * * Permission is hereby granted, free of charge, * to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, * and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef LIBRETRO_SDK_NETPLAY_COMPAT_H__ #define LIBRETRO_SDK_NETPLAY_COMPAT_H__ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #if defined(_WIN32) && !defined(_XBOX) #ifndef _WIN32_WINNT #define _WIN32_WINNT 0x0501 #endif #define WIN32_LEAN_AND_MEAN #include #include #include #ifndef MSG_NOSIGNAL #define MSG_NOSIGNAL 0 #endif #elif defined(_XBOX) #define NOD3D #include #include #elif defined(GEKKO) #include #elif defined(VITA) #include #include #define sockaddr_in SceNetSockaddrIn #define sockaddr SceNetSockaddr #define sendto sceNetSendto #define recvfrom sceNetRecvfrom #define socket(a,b,c) sceNetSocket("unknown",a,b,c) #define bind sceNetBind #define accept sceNetAccept #define setsockopt sceNetSetsockopt #define connect sceNetConnect #define listen sceNetListen #define send sceNetSend #define recv sceNetRecv #define MSG_DONTWAIT SCE_NET_MSG_DONTWAIT #define AF_INET SCE_NET_AF_INET #define AF_UNSPEC 0 #define INADDR_ANY SCE_NET_INADDR_ANY #define INADDR_NONE 0xffffffff #define SOCK_STREAM SCE_NET_SOCK_STREAM #define SOCK_DGRAM SCE_NET_SOCK_DGRAM #define SOL_SOCKET SCE_NET_SOL_SOCKET #define SO_REUSEADDR SCE_NET_SO_REUSEADDR #define SO_SNDBUF SCE_NET_SO_SNDBUF #define SO_SNDTIMEO SCE_NET_SO_SNDTIMEO #define SO_NBIO SCE_NET_SO_NBIO #define htonl sceNetHtonl #define ntohl sceNetNtohl #define htons sceNetHtons #define socklen_t unsigned int struct hostent { char *h_name; char **h_aliases; int h_addrtype; int h_length; char **h_addr_list; char *h_addr; }; struct SceNetInAddr inet_aton(const char *ip_addr); #else #include #include #include #include #ifndef __PSL1GHT__ #include #endif #include #include #include #if defined(__CELLOS_LV2__) && !defined(__PSL1GHT__) #include #include #include #include #ifndef EWOULDBLOCK #define EWOULDBLOCK SYS_NET_EWOULDBLOCK #endif #else #include #endif #endif #include #ifdef GEKKO #define sendto(s, msg, len, flags, addr, tolen) net_sendto(s, msg, len, 0, addr, 8) #define socket(domain, type, protocol) net_socket(domain, type, protocol) #define bind(s, name, namelen) net_bind(s, name, namelen) #define listen(s, backlog) net_listen(s, backlog) #define accept(s, addr, addrlen) net_accept(s, addr, addrlen) #define connect(s, addr, addrlen) net_connect(s, addr, addrlen) #define send(s, data, size, flags) net_send(s, data, size, flags) #define recv(s, mem, len, flags) net_recv(s, mem, len, flags) #define recvfrom(s, mem, len, flags, from, fromlen) net_recvfrom(s, mem, len, flags, from, fromlen) #define select(maxfdp1, readset, writeset, exceptset, timeout) net_select(maxfdp1, readset, writeset, exceptset, timeout) #endif static INLINE bool isagain(int bytes) { #if defined(_WIN32) if (bytes != SOCKET_ERROR) return false; if (WSAGetLastError() != WSAEWOULDBLOCK) return false; return true; #elif defined(VITA) return (bytes<0 && (bytes == SCE_NET_ERROR_EAGAIN || bytes == SCE_NET_ERROR_EWOULDBLOCK)); #elif defined(WIIU) return (bytes == -1) && ((socketlasterr() == SO_SUCCESS) || (socketlasterr() == SO_EWOULDBLOCK)); #else return (bytes < 0 && (errno == EAGAIN || errno == EWOULDBLOCK)); #endif } #ifdef _XBOX #define socklen_t int #ifndef h_addr #define h_addr h_addr_list[0] /* for backward compatibility */ #endif #ifndef SO_KEEPALIVE #define SO_KEEPALIVE 0 /* verify if correct */ #endif #endif #ifndef MSG_NOSIGNAL #define MSG_NOSIGNAL 0 #endif #ifndef _WIN32 #include #include #endif /* Compatibility layer for legacy or incomplete BSD socket implementations. * Only for IPv4. Mostly useful for the consoles which do not support * anything reasonably modern on the socket API side of things. */ #ifdef HAVE_SOCKET_LEGACY #define sockaddr_storage sockaddr_in #define addrinfo addrinfo_retro__ struct addrinfo { int ai_flags; int ai_family; int ai_socktype; int ai_protocol; size_t ai_addrlen; struct sockaddr *ai_addr; char *ai_canonname; struct addrinfo *ai_next; }; #ifndef AI_PASSIVE #define AI_PASSIVE 1 #endif /* gai_strerror() not used, so we skip that. */ #endif uint16_t inet_htons(uint16_t hostshort); int inet_ptrton(int af, const char *src, void *dst); int getaddrinfo_retro(const char *node, const char *service, struct addrinfo *hints, struct addrinfo **res); void freeaddrinfo_retro(struct addrinfo *res); /** * network_init: * * Platform specific socket library initialization. * * Returns: true (1) if successful, otherwise false (0). **/ bool network_init(void); /** * network_deinit: * * Deinitialize platform specific socket libraries. **/ void network_deinit(void); const char *inet_ntop_compat(int af, const void *src, char *dst, socklen_t cnt); bool udp_send_packet(const char *host, uint16_t port, const char *msg); #endif