Files
AnyPS5/docs/dev
milescovielloandClaude Opus 5.5 44d46ee97c fix(libSceNet): accept MSG_DONTWAIT in the send and receive calls
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>
2026-10-12 20:18:47 +00:00
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