Merge pull request #12838 from sepalani/sock-reshade

Socket: Fix connect issues when using ReShade
This commit is contained in:
Admiral H. Curtiss 2024-06-15 15:12:51 +02:00 committed by GitHub
commit 34f81ad9ac
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2 changed files with 32 additions and 2 deletions

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@ -3,6 +3,9 @@
#include "Common/SocketContext.h"
#include "Common/Logging/Log.h"
#include "Common/Network.h"
namespace Common
{
#ifdef _WIN32
@ -11,7 +14,23 @@ SocketContext::SocketContext()
std::lock_guard<std::mutex> g(s_lock);
if (s_num_objects == 0)
{
static_cast<void>(WSAStartup(MAKEWORD(2, 2), &s_data));
const int ret = WSAStartup(MAKEWORD(2, 2), &s_data);
if (ret == 0)
{
INFO_LOG_FMT(COMMON, "WSAStartup succeeded, wVersion={}.{}, wHighVersion={}.{}",
int(LOBYTE(s_data.wVersion)), int(HIBYTE(s_data.wVersion)),
int(LOBYTE(s_data.wHighVersion)), int(HIBYTE(s_data.wHighVersion)));
}
else
{
// The WSAStartup function directly returns the extended error code in the return value.
// A call to the WSAGetLastError function is not needed and should not be used.
//
// Source:
// https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-wsastartup
ERROR_LOG_FMT(COMMON, "WSAStartup failed with error {}: {}", ret,
Common::DecodeNetworkError(ret));
}
}
s_num_objects++;
}

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@ -97,6 +97,17 @@ s32 WiiSockMan::GetNetErrorCode(s32 ret, std::string_view caller, bool is_rw)
{
#ifdef _WIN32
s32 error_code = WSAGetLastError();
// Some programs might hijack WinSock2 (e.g. ReShade) and alter the expected return value.
if (error_code == WSAEINVAL && caller == "SO_CONNECT")
{
// Note:
// In order to preserve backward compatibility, this error is reported as WSAEINVAL to Windows
// Sockets 1.1 applications that link to either Winsock.dll or Wsock32.dll.
//
// Source:
// https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-connect
error_code = WSAEALREADY;
}
#else
s32 error_code = errno;
#endif
@ -292,7 +303,7 @@ void WiiSocket::Update(bool read, bool write, bool except)
memory.CopyFromEmu(&addr, ioctl.buffer_in + 8, sizeof(WiiSockAddrIn));
sockaddr_in local_name = WiiSockMan::ToNativeAddrIn(addr);
int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
const int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
ReturnValue = m_socket_manager.GetNetErrorCode(ret, "SO_CONNECT", false);
UpdateConnectingState(ReturnValue);