Gregor Richards
8c08a5399d
Fix a possible NULL dereference in load_savestate
...
In the unlikely situation that serial_info wasn't provided and the delta
frame wasn't ready (possibly an impossible situation) it previously
would have segfaulted. This fixes that.
2016-12-15 16:19:54 -05:00
twinaphex
b4c1927e27
(MSVC 2003) Buildfixes
2006-05-18 13:31:43 +02:00
Gregor Richards
9a4b28735b
HAVE_SOCKET_LEGACY -> no IPv6
...
I had previously assumed that if AF_INET6 is defined, IPv6 support was
present. Some psychopathic console SDKs which shall not be named
actually define AF_INET6 but none of the IPv6 structures. As there is
therefore no way to determine whether IPv6 support is present at
preprocessor time, I'm ust assuming that HAVE_SOCKET_LEGACY implies no
IPv6. This means in effect that no consoles get IPv6 support.
2016-12-10 05:27:25 -05:00
twinaphex
4bf806ef00
(Netplay) Some build fixes for PS3 and others
2016-12-10 09:41:24 +01:00
Brad Parker
d558862e21
make "Got connection from" translatable. Update JP translation.
2016-12-09 23:38:00 -05:00
Gregor Richards
a70e21f328
Suppress a warning due to weird declarations on Windows.
2016-12-05 20:50:05 -05:00
Gregor Richards
e7f20a3673
Bugfixes
...
Silence some Coverity warnings (including a real memory leak) and be
more careful about checking IPv6 mode (for backwards compatibility with
systems that don't support IPv6 but may run code compiled to expect IPv6)
2016-12-05 00:45:40 -05:00
Gregor Richards
2b437ccb8c
Don't need to explicitly demand IPPROTO_TCP (and doing so breaks some
...
SOCKET_LEGACY builds)
2016-12-03 16:33:48 -05:00
Spec-Chum
7a6a0ee7af
Fix MSVC compilation
2016-12-03 18:24:49 +00:00
Gregor Richards
f725f38061
Use strlcpy
2016-12-03 09:58:16 -05:00
Gregor Richards
98f0d4d45b
Better error messages when the Netplay handshake fails
2016-12-03 09:46:20 -05:00
Gregor Richards
3c7fc73735
sendto fix for MSVC
2016-12-02 23:15:53 -05:00
Twinaphex
d71df5c06f
Merge pull request #4138 from GregorR/netplay-port-unsigned-short
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Be explicit about types
2016-12-03 05:11:02 +01:00
Gregor Richards
cc664db231
Be explicit about types.
2016-12-02 23:08:34 -05:00
Twinaphex
4b2a45a276
remove unused variables
2016-12-03 05:07:27 +01:00
Gregor Richards
8993003259
C++ fixes
2016-12-02 22:56:37 -05:00
Gregor Richards
0577749fae
Netplay LAN scanning is go! (sort of)
2016-12-02 22:40:26 -05:00
Gregor Richards
077d5440ee
Allow Netplay to receive a struct netplay_host to connect to rather than
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using the configured setting
2016-12-02 21:16:15 -05:00
Gregor Richards
ba0985de37
Actually report the host port as the Netplay port, not the discovery port
2016-12-02 20:38:55 -05:00
Gregor Richards
3446cf09d6
Actually report discovered hosts back to the caller!
2016-12-02 20:28:22 -05:00
Gregor Richards
4c18cec752
Added Netplay discovery code (not yet in menu)
2016-12-02 19:49:42 -05:00
Gregor Richards
addff325d0
Netplay discovery LAN scanning task (incomplete)
2016-12-02 18:56:29 -05:00
Gregor Richards
a082df0027
More stripping out of NAT traversal for SOCKET_LEGACY
2016-12-02 13:18:35 -05:00
Gregor Richards
5739be5594
SOCKET_LEGACY doesn't even necessarily have inet_ntoa, so oh well, no
...
host for you
2016-12-01 20:40:16 -05:00
Gregor Richards
22798e26c7
delay_frames naming consistency
...
Unifying all of the various inconsistent names of delay_frames into a
single name: delay_frames.
2016-12-01 13:34:37 -05:00
Gregor Richards
c7f8cd3c68
Adding NAT traversal announcement for SOCKET_LEGACY
2016-11-30 19:01:32 -05:00
Twinaphex
bb499b70be
Merge pull request #4104 from GregorR/natt
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NAT traversal
2016-11-30 16:09:53 +01:00
Gregor Richards
b3ababce9a
Fix Netplay IPv6 support
2016-11-30 00:25:16 -05:00
Gregor Richards
c342c103ae
Always get numeric host/ports instead of names.
2016-11-29 23:08:26 -05:00
Gregor Richards
42da0a0184
NAT traversal in Netplay
...
For the time being, if NAT traversal is successful it simply announces
it as an OSD message. In the future it will be used to inform a
matchmaking server of the public port.
This patch also included minor fixes to the NAT traversal implementation
to make the select it demands actually doable.
2016-11-29 22:59:46 -05:00
twinaphex
d26a213971
CXX_BUILD fixes
2016-11-27 13:30:35 +01:00
Gregor Richards
225cbb387b
Updating netplay to use trans_stream for compression
2016-11-26 16:06:52 -05:00
Gregor Richards
da0b958aeb
Check HAVE_ZLIB and only do zlib compression if it's supported by both
...
sides.
2016-11-25 11:03:12 -05:00
Gregor Richards
db437047f8
Don't use z_const, which is apparently not always defined.
2016-11-25 10:40:25 -05:00
Gregor Richards
679ea058a4
Properly clean up zlib.
2016-11-25 10:40:24 -05:00
Gregor Richards
3ff22c9ed6
Fixes for C++ support.
2016-11-25 10:40:24 -05:00
Gregor Richards
9f03020af8
Change the netplay protocol version since compression isn't backwards
...
compatible.
2016-11-25 10:40:24 -05:00
Gregor Richards
53c6223dc6
Use zlib compression for savestates sent over netplay.
2016-11-25 10:40:24 -05:00
Diego Viola
cf0c60bb98
Fix Netplay fullscreen issue
...
Fixes #3936
2016-11-07 16:01:18 -02:00
Brad Parker
d1d5584d18
update copyright
2016-10-27 11:47:10 -04:00
twinaphex
0d3752e90f
More translatable strings
2016-10-22 05:23:59 +02:00
twinaphex
3334060b03
Add another translatable string
2016-10-22 04:49:04 +02:00
twinaphex
9de0ebe859
Make some more strings translatable
2016-10-22 04:47:50 +02:00
twinaphex
42053a82e1
Prevent some implicit memsets
2016-10-21 19:39:51 +02:00
twinaphex
ddb4f85430
netplay_common.c - Buildfix for MSVC
2016-10-19 18:09:59 +02:00
Gregor Richards
2e432b005e
Casts for C++ compatibility.
2016-10-10 11:56:43 -04:00
Gregor Richards
5c206c89f0
Add a netplay advertisement server for LAN netplay detection.
2016-10-10 11:52:54 -04:00
Gregor Richards
2c1cd0d06b
Netplay should disable when it deinits, so it doesn't auto-reconnect
...
when loading a new game.
2016-10-09 09:42:06 -04:00
Gregor Richards
6c15c0de3d
Support for architecture-dependence serialization quirks in Netplay
...
As well as the implementation magic, we now send a platform magic in our
connection header. If the core reports platform dependence and the
platform magic differs relevantly, the connection will be refused.
Since netplay_send_info (client handshake) and netplay_get_info (server
handshake) were practically identical, they've also been merged into a
single netplay_handshake.
2016-10-05 21:12:42 -04:00
Gregor Richards
307ba5951e
A bit more care about frame=0 input, which is always 0
2016-10-05 20:45:30 -04:00