When the address came during the wait, the host receive that followed
waited its whole SO_RCVTIMEO again, so a receive could take up to twice
the timeout. FreeBSD's soreceive_dgram sleeps once per timeout. Now the
receive waits for a datagram with WSAPoll only for what is left of the
timeout, and fails with EAGAIN when it runs out, as before. Nothing
changes when the socket already had an address or has no timeout.
On Windows a receive on a datagram socket with no local address waits
for one. A sceNetShutdown of the receive side now ends that wait, and
later receives return 0 at once; a zero-length receive returns 0 without
waiting. FreeBSD's soreceive_dgram returns 0 in both cases. Before, a
thread blocked in such a receive kept waiting after the socket was shut
down.
sceNetConnect() on a connected datagram socket rejected an address
whose family is AF_UNSPEC (a null address) with EINVAL before touching
the socket, so the socket stayed connected: sceNetGetpeername() still
reported the old peer and datagrams from any other sender were dropped
by the host.
FreeBSD 11.4 disconnects a connected datagram socket first and only then
looks at the address. sys/kern/uipc_socket.c, soconnectat():
* If protocol is connection-based, can only connect once.
* Otherwise, if connected, try to disconnect first. This allows
* user to disconnect by connecting to, e.g., a null address.
*/
if (so->so_state & (SS_ISCONNECTED|SS_ISCONNECTING) &&
((so->so_proto->pr_flags & PR_CONNREQUIRED) ||
(error = sodisconnect(so)))) {
udp_disconnect() (sys/netinet/udp_usrreq.c) clears the peer and keeps
the local port. connect(2): "Datagram sockets may dissolve the
association by connecting to an invalid address, such as a null
address." libkernel's connect gets the same change in #4498.
A connected datagram socket given an address whose family byte is 0 is
now disconnected on the host first (AF_UNSPEC on Linux, a zeroed
address of the socket's family on Windows), and the call then fails
with EINVAL as before. Linux also drops an ephemeral local port on that
disconnect, so the port is bound again on the wildcard address, which
is what FreeBSD leaves. A host failure during the disconnect is
returned as the call's error. Stream sockets keep the previous path.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Resolve a host name to its first IPv6 address through the host resolver
(getaddrinfo with AF_INET6) and write the 16-byte address. The lookup
shares the IPv4 path's resolver bookkeeping (abort preservation, error
state); a name without an IPv6 address fails with RESOLVER_ENODNS like a
failed lookup. Nonzero flags throw.
Metal Gear Solid 4 Master Collection (PPSA18194) imports it and failed to
load without it (unresolved zl35YNs9jnI from libSceNet.prx).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FreeBSD's vfs_kqfilter checks neither the vnode type nor fflags, so the
registration is valid; it is only delivered for a move between directories,
which the Windows directory handle cannot tell from a removal plus an addition.
Also moves the TechnicalDebt entries to docs/dev/debt after main split the file.
Co-Authored-By: Claude <noreply@anthropic.com>
sceNetSend, sceNetSendto, sceNetRecv, sceNetRecvfrom, sceNetRecvmsg and
sceNetSendmsg failed with EOPNOTSUPP for any flag other than MSG_PEEK on
a receive, so a game polling a socket with MSG_DONTWAIT got an error on
every call instead of its data or EWOULDBLOCK.
FreeBSD 11.4 defines the flag in sys/sys/socket.h:
#define MSG_DONTWAIT 0x80 /* this message should be nonblocking */
and soreceive_generic() (sys/kern/uipc_socket.c) treats it like a
non-blocking socket for that one call:
if ((so->so_state & SS_NBIO) ||
(flags & (MSG_DONTWAIT|MSG_NBIO))) {
SOCKBUF_UNLOCK(&so->so_rcv);
error = EWOULDBLOCK;
goto release;
shadPS4's sceNet uses the same value (ORBIS_NET_MSG_DONTWAIT 0x80).
On Linux and macOS the flag now maps to the host's MSG_DONTWAIT, alone
or with MSG_PEEK on a receive. Winsock has no per-call non-blocking
flag, so Windows keeps failing with EOPNOTSUPP for it; TechnicalDebt
records that. Other flags still fail with EOPNOTSUPP.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UFC 6 (PPSA23566) imports sceNetResolverAbort (#992, #1502); Palworld
(PPSA23126) and LEGO Horizon Adventures (PPSA14632) import
sceNetResolverStartNtoaMultipleRecords.
Signatures and behaviour follow shadPS4 811bfcd7d17e
(src/core/libraries/net/net.cpp, net_resolver.cpp); the abort signature
also matches SharpProspero Interop/Net/Socket.cs.
sceNetResolverStartNtoaMultipleRecords shares the lookup of the Ex form
and, like it, throws for any flag. sceNetResolverAbort returns EBADF for
an unknown resolver and throws for flag bits other than NTOA (1) and
ATON (2) preservation. Host lookups cannot be interrupted, so an abort
during a running lookup makes it fail with EINTR when the host call
returns, without writing its output; with nothing running, the
preservation flags make the next lookup of that kind fail with EINTR.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
(cherry picked from commit bcc8be8a58aa6a9e6b7c288d8a90af6ed63837aa)