RetroArch/libretro-common/include/net/net_compat.h

242 lines
5.2 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef NETPLAY_COMPAT_H__
#define NETPLAY_COMPAT_H__
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <boolean.h>
#include <retro_inline.h>
#include <stdint.h>
#if defined(_WIN32) && !defined(_XBOX)
#ifndef _WIN32_WINNT
#define _WIN32_WINNT 0x0501
#endif
#define WIN32_LEAN_AND_MEAN
#include <winsock2.h>
#include <windows.h>
#include <ws2tcpip.h>
#ifndef MSG_NOSIGNAL
#define MSG_NOSIGNAL 0
#endif
#elif defined(_XBOX)
#define NOD3D
#include <xtl.h>
#include <io.h>
#elif defined(GEKKO)
#include <network.h>
#elif defined(VITA)
#include <psp2/net/net.h>
#include <psp2/net/netctl.h>
#define sockaddr_in SceNetSockaddrIn
#define sockaddr SceNetSockaddr
#define sendto sceNetSendto
#define recvfrom sceNetRecvfrom
#define socket(a,b,c) sceNetSocket("unknown",a,b,c)
#define bind sceNetBind
#define accept sceNetAccept
#define setsockopt sceNetSetsockopt
#define connect sceNetConnect
#define listen sceNetListen
#define send sceNetSend
#define recv sceNetRecv
#define MSG_DONTWAIT PSP2_NET_MSG_DONTWAIT
#define AF_INET PSP2_NET_AF_INET
#define AF_UNSPEC 0
#define INADDR_ANY PSP2_NET_INADDR_ANY
#define INADDR_NONE 0xffffffff
#define SOCK_STREAM PSP2_NET_SOCK_STREAM
#define SOCK_DGRAM PSP2_NET_SOCK_DGRAM
#define SOL_SOCKET PSP2_NET_SOL_SOCKET
#define SO_REUSEADDR PSP2_NET_SO_REUSEADDR
#define SO_SNDBUF PSP2_NET_SO_SNDBUF
#define SO_SNDTIMEO PSP2_NET_SO_SNDTIMEO
#define SO_NBIO PSP2_NET_SO_NBIO
#define htonl sceNetHtonl
#define ntohl sceNetNtohl
#define htons sceNetHtons
#define socklen_t unsigned int
struct hostent
{
char *h_name;
char **h_aliases;
int h_addrtype;
int h_length;
char **h_addr_list;
char *h_addr;
};
#else
#include <sys/select.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#ifndef __PSL1GHT__
#include <netinet/tcp.h>
#endif
#include <arpa/inet.h>
#include <netdb.h>
#include <fcntl.h>
#if defined(__CELLOS_LV2__) && !defined(__PSL1GHT__)
#include <cell/sysmodule.h>
#include <netex/net.h>
#include <netex/libnetctl.h>
#include <sys/timer.h>
#ifndef EWOULDBLOCK
#define EWOULDBLOCK SYS_NET_EWOULDBLOCK
#endif
#else
#include <signal.h>
#endif
#endif
#include <errno.h>
#ifdef GEKKO
#define sendto(s, msg, len, flags, addr, tolen) net_sendto(s, msg, len, 0, addr, 8)
#define socket(domain, type, protocol) net_socket(domain, type, protocol)
static INLINE int inet_pton(int af, const char *src, void *dst)
{
if (af != AF_INET)
return -1;
return inet_aton (src, dst);
}
#endif
static INLINE bool isagain(int bytes)
{
#if defined(_WIN32)
if (bytes != SOCKET_ERROR)
return false;
if (WSAGetLastError() != WSAEWOULDBLOCK)
return false;
return true;
#elif defined(VITA)
return (bytes<0 && (bytes == PSP2_NET_ERROR_EAGAIN || bytes == PSP2_NET_ERROR_EWOULDBLOCK));
#else
return (bytes < 0 && (errno == EAGAIN || errno == EWOULDBLOCK));
#endif
}
#ifdef _XBOX
#define socklen_t int
#ifndef h_addr
#define h_addr h_addr_list[0] /* for backward compatibility */
#endif
#ifndef SO_KEEPALIVE
#define SO_KEEPALIVE 0 /* verify if correct */
#endif
#endif
#ifndef MSG_NOSIGNAL
#define MSG_NOSIGNAL 0
#endif
#ifndef _WIN32
#include <sys/time.h>
#include <unistd.h>
#endif
/* Compatibility layer for legacy or incomplete BSD socket implementations.
* Only for IPv4. Mostly useful for the consoles which do not support
* anything reasonably modern on the socket API side of things. */
#ifdef HAVE_SOCKET_LEGACY
#define sockaddr_storage sockaddr_in
#define addrinfo addrinfo_retro__
struct addrinfo
{
int ai_flags;
int ai_family;
int ai_socktype;
int ai_protocol;
size_t ai_addrlen;
struct sockaddr *ai_addr;
char *ai_canonname;
struct addrinfo *ai_next;
};
#ifndef AI_PASSIVE
#define AI_PASSIVE 1
#endif
/* gai_strerror() not used, so we skip that. */
#endif
int getaddrinfo_retro(const char *node, const char *service,
const struct addrinfo *hints,
struct addrinfo **res);
void freeaddrinfo_retro(struct addrinfo *res);
bool socket_nonblock(int fd);
int socket_close(int fd);
int socket_select(int nfds, fd_set *readfs, fd_set *writefds,
fd_set *errorfds, struct timeval *timeout);
int socket_send_all_blocking(int fd, const void *data_, size_t size);
int socket_receive_all_blocking(int fd, void *data_, size_t size);
/**
* network_init:
*
* Platform specific socket library initialization.
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool network_init(void);
/**
* network_deinit:
*
* Deinitialize platform specific socket libraries.
**/
void network_deinit(void);
#endif