Socket: Fix connect issues when using ReShade
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c04460d88b
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44028cbbb1
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@ -3,6 +3,9 @@
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#include "Common/SocketContext.h"
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#include "Common/Logging/Log.h"
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#include "Common/Network.h"
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namespace Common
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{
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#ifdef _WIN32
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@ -11,7 +14,23 @@ SocketContext::SocketContext()
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std::lock_guard<std::mutex> g(s_lock);
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if (s_num_objects == 0)
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{
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static_cast<void>(WSAStartup(MAKEWORD(2, 2), &s_data));
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const int ret = WSAStartup(MAKEWORD(2, 2), &s_data);
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if (ret == 0)
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{
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INFO_LOG_FMT(COMMON, "WSAStartup succeeded, wVersion={}.{}, wHighVersion={}.{}",
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int(LOBYTE(s_data.wVersion)), int(HIBYTE(s_data.wVersion)),
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int(LOBYTE(s_data.wHighVersion)), int(HIBYTE(s_data.wHighVersion)));
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}
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else
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{
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// The WSAStartup function directly returns the extended error code in the return value.
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// A call to the WSAGetLastError function is not needed and should not be used.
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//
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// Source:
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// https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-wsastartup
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ERROR_LOG_FMT(COMMON, "WSAStartup failed with error {}: {}", ret,
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Common::DecodeNetworkError(ret));
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}
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}
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s_num_objects++;
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}
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@ -97,6 +97,17 @@ s32 WiiSockMan::GetNetErrorCode(s32 ret, std::string_view caller, bool is_rw)
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{
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#ifdef _WIN32
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s32 error_code = WSAGetLastError();
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// Some programs might hijack WinSock2 (e.g. ReShade) and alter the expected return value.
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if (error_code == WSAEINVAL && caller == "SO_CONNECT")
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{
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// Note:
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// In order to preserve backward compatibility, this error is reported as WSAEINVAL to Windows
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// Sockets 1.1 applications that link to either Winsock.dll or Wsock32.dll.
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//
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// Source:
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// https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-connect
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error_code = WSAEALREADY;
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}
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#else
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s32 error_code = errno;
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#endif
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@ -292,7 +303,7 @@ void WiiSocket::Update(bool read, bool write, bool except)
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memory.CopyFromEmu(&addr, ioctl.buffer_in + 8, sizeof(WiiSockAddrIn));
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sockaddr_in local_name = WiiSockMan::ToNativeAddrIn(addr);
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int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
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const int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
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ReturnValue = m_socket_manager.GetNetErrorCode(ret, "SO_CONNECT", false);
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UpdateConnectingState(ReturnValue);
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