BBA/BuiltIn: Make network interface consistent
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@ -68,6 +68,8 @@ bool CEXIETHERNET::BuiltInBBAInterface::Activate()
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buf.reserve(2048);
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buf.reserve(2048);
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// Workaround to get the host IP (might not be accurate)
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// Workaround to get the host IP (might not be accurate)
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// TODO: Fix the JNI crash and use GetSystemDefaultInterface()
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// - https://pastebin.com/BFpmnxby (see https://dolp.in/pr10920)
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const u32 ip = m_local_ip.empty() ? sf::IpAddress::getLocalAddress().toInteger() :
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const u32 ip = m_local_ip.empty() ? sf::IpAddress::getLocalAddress().toInteger() :
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sf::IpAddress(m_local_ip).toInteger();
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sf::IpAddress(m_local_ip).toInteger();
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m_current_ip = htonl(ip);
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m_current_ip = htonl(ip);
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@ -334,7 +336,7 @@ void CEXIETHERNET::BuiltInBBAInterface::HandleTCPFrame(const Common::TCPPacket&
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ref->seq_num++;
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ref->seq_num++;
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target = sf::IpAddress(ntohl(destination_ip));
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target = sf::IpAddress(ntohl(destination_ip));
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ref->tcp_socket.connect(target, ntohs(tcp_header.destination_port));
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ref->tcp_socket.Connect(target, ntohs(tcp_header.destination_port), m_current_ip);
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ref->ready = false;
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ref->ready = false;
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ref->ip = Common::BitCast<u32>(ip_header.destination_addr);
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ref->ip = Common::BitCast<u32>(ip_header.destination_addr);
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@ -420,7 +422,7 @@ void CEXIETHERNET::BuiltInBBAInterface::InitUDPPort(u16 port)
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ref->to.sin_addr.s_addr = m_current_ip;
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ref->to.sin_addr.s_addr = m_current_ip;
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ref->to.sin_port = htons(port);
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ref->to.sin_port = htons(port);
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ref->udp_socket.setBlocking(false);
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ref->udp_socket.setBlocking(false);
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if (ref->udp_socket.bind(port) != sf::Socket::Done)
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if (ref->udp_socket.Bind(port, m_current_ip) != sf::Socket::Done)
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{
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{
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ERROR_LOG_FMT(SP1, "Couldn't open UDP socket");
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ERROR_LOG_FMT(SP1, "Couldn't open UDP socket");
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PanicAlertFmt("Could't open port {:x}, this game might not work proprely in LAN mode.", port);
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PanicAlertFmt("Could't open port {:x}, this game might not work proprely in LAN mode.", port);
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@ -450,12 +452,12 @@ void CEXIETHERNET::BuiltInBBAInterface::HandleUDPFrame(const Common::UDPPacket&
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ref->to.sin_addr.s_addr = Common::BitCast<u32>(ip_header.source_addr);
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ref->to.sin_addr.s_addr = Common::BitCast<u32>(ip_header.source_addr);
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ref->to.sin_port = udp_header.source_port;
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ref->to.sin_port = udp_header.source_port;
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ref->udp_socket.setBlocking(false);
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ref->udp_socket.setBlocking(false);
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if (ref->udp_socket.bind(ntohs(udp_header.source_port)) != sf::Socket::Done)
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if (ref->udp_socket.Bind(ntohs(udp_header.source_port), m_current_ip) != sf::Socket::Done)
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{
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{
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PanicAlertFmt(
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PanicAlertFmt(
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"Port {:x} is already in use, this game might not work as intented in LAN Mode.",
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"Port {:x} is already in use, this game might not work as intented in LAN Mode.",
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htons(udp_header.source_port));
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htons(udp_header.source_port));
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if (ref->udp_socket.bind(sf::Socket::AnyPort) != sf::Socket::Done)
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if (ref->udp_socket.Bind(sf::Socket::AnyPort, m_current_ip) != sf::Socket::Done)
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{
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{
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ERROR_LOG_FMT(SP1, "Couldn't open UDP socket");
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ERROR_LOG_FMT(SP1, "Couldn't open UDP socket");
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return;
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return;
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@ -710,3 +712,22 @@ void CEXIETHERNET::BuiltInBBAInterface::RecvStop()
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m_queue_write = 0;
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m_queue_write = 0;
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}
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}
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} // namespace ExpansionInterface
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} // namespace ExpansionInterface
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BbaTcpSocket::BbaTcpSocket() = default;
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sf::Socket::Status BbaTcpSocket::Connect(const sf::IpAddress& dest, u16 port, u32 net_ip)
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{
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sockaddr_in addr;
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addr.sin_addr.s_addr = net_ip;
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addr.sin_family = AF_INET;
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addr.sin_port = 0;
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::bind(getHandle(), reinterpret_cast<sockaddr*>(&addr), sizeof(addr));
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return this->connect(dest, port);
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}
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BbaUdpSocket::BbaUdpSocket() = default;
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sf::Socket::Status BbaUdpSocket::Bind(u16 port, u32 net_ip)
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{
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return this->bind(port, sf::IpAddress(ntohl(net_ip)));
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}
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@ -34,6 +34,27 @@ struct TcpBuffer
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std::vector<u8> data;
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std::vector<u8> data;
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};
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};
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// Socket helper classes to ensure network interface consistency.
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//
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// If the socket isn't bound, the system will pick the interface to use automatically.
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// This might result in the source IP address changing when talking to the same peer
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// and multiple interfaces/IP addresses can reach the socket's peer.
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class BbaTcpSocket : public sf::TcpSocket
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{
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public:
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BbaTcpSocket();
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sf::Socket::Status Connect(const sf::IpAddress& dest, u16 port, u32 net_ip);
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};
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class BbaUdpSocket : public sf::UdpSocket
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{
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public:
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BbaUdpSocket();
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sf::Socket::Status Bind(u16 port, u32 net_ip);
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};
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struct StackRef
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struct StackRef
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{
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{
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u32 ip;
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u32 ip;
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@ -52,7 +73,7 @@ struct StackRef
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sockaddr_in to;
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sockaddr_in to;
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Common::MACAddress bba_mac{};
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Common::MACAddress bba_mac{};
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Common::MACAddress my_mac{};
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Common::MACAddress my_mac{};
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sf::UdpSocket udp_socket;
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BbaUdpSocket udp_socket;
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sf::TcpSocket tcp_socket;
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BbaTcpSocket tcp_socket;
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u64 poke_time;
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u64 poke_time;
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};
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};
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