Fixed Xbox 360 crash
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@@ -361,31 +361,41 @@ bool WinsockNetLayer::JoinGame(const char *ip, int port)
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return false;
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}
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#elif defined _XBOX
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XNDNS *pDns = NULL;
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int iResult = XNetDnsLookup(ip, NULL, &pDns);
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if (iResult != 0 || pDns == NULL)
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{
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app.DebugPrintf("XNetDnsLookup failed for %s - %d\n", ip, iResult);
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return false;
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}
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while (pDns->iStatus == WSAEINPROGRESS)
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{
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Sleep(10);
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}
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if (pDns->iStatus != 0 || pDns->cina == 0)
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{
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app.DebugPrintf("pDns->iStatus failed for %s - %d\n", ip, iResult);
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XNetDnsRelease(pDns);
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return false;
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}
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struct sockaddr_in addr = {};
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addr.sin_family = AF_INET;
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addr.sin_port = htons((WORD)port);
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addr.sin_addr = pDns->aina[0];
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XNetDnsRelease(pDns);
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unsigned long ipAddr = inet_addr(ip);
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if (ipAddr != INADDR_NONE)
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{
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addr.sin_addr.s_addr = ipAddr;
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}
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else
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{
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XNDNS *pDns = NULL;
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int iResult = XNetDnsLookup(ip, NULL, &pDns);
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if (iResult != 0 || pDns == NULL)
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{
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app.DebugPrintf("XNetDnsLookup failed for %s - %d\n", ip, iResult);
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return false;
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}
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int timeoutTicks = 500;
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while (pDns->iStatus == WSAEINPROGRESS && --timeoutTicks > 0)
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{
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Sleep(10);
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}
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if (pDns->iStatus != 0 || pDns->cina == 0)
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{
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app.DebugPrintf("pDns->iStatus failed for %s - %d\n", ip, iResult);
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XNetDnsRelease(pDns);
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return false;
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}
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addr.sin_addr = pDns->aina[0];
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XNetDnsRelease(pDns);
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}
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s_hostConnectionSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (s_hostConnectionSocket == INVALID_SOCKET)
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@@ -397,7 +407,7 @@ bool WinsockNetLayer::JoinGame(const char *ip, int port)
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int noDelay = 1;
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setsockopt(s_hostConnectionSocket, IPPROTO_TCP, TCP_NODELAY, (const char *)&noDelay, sizeof(noDelay));
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iResult = connect(s_hostConnectionSocket, (struct sockaddr*)&addr, sizeof(addr));
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int iResult = connect(s_hostConnectionSocket, (struct sockaddr*)&addr, sizeof(addr));
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if (iResult == SOCKET_ERROR)
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{
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app.DebugPrintf("connect() to %s:%d failed: %d\n", ip, port, WSAGetLastError());
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@@ -613,7 +623,7 @@ int WinsockNetLayer::AcceptThreadProc(LPVOID param)
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setsockopt(clientSocket, IPPROTO_TCP, TCP_NODELAY, (const char *)&noDelay, sizeof(noDelay));
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extern QNET_STATE _iQNetStubState;
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if (_iQNetStubState != QNET_STATE_GAME_PLAY)
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if (_iQNetStubState != QNET_STATE_GAME_PLAY && _iQNetStubState != QNET_STATE_SESSION_STARTING)
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{
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app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
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closesocket(clientSocket);
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@@ -858,7 +868,7 @@ void WinsockNetLayer::StopAdvertising()
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{
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s_advertising = false;
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#if defined _WINDOWS64
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#if defined _WINDOWS64 || defined _XBOX
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if (s_advertiseSock != INVALID_SOCKET)
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{
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closesocket(s_advertiseSock);
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@@ -984,8 +994,16 @@ bool WinsockNetLayer::StartDiscovery()
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return false;
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}
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#endif
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#if defined _WINDOWS64
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DWORD timeout = 500;
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setsockopt(s_discoverySock, SOL_SOCKET, SO_RCVTIMEO, (const char *)&timeout, sizeof(timeout));
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#elif defined _XBOX || defined __PS3__
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struct timeval timeout;
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timeout.tv_sec = 0;
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timeout.tv_usec = 500000;
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setsockopt(s_discoverySock, SOL_SOCKET, SO_RCVTIMEO, (const char *)&timeout, sizeof(timeout));
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#endif
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s_discovering = true;
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s_discoveryThread = new C4JThread(DiscoveryThreadProc, NULL, "DiscoveryThreadProc");
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@@ -1028,9 +1046,11 @@ void WinsockNetLayer::StopDiscovery()
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std::vector<Win64LANSession> WinsockNetLayer::GetDiscoveredSessions()
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{
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std::vector<Win64LANSession> result;
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EnterCriticalSection(&s_discoveryLock);
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result = s_discoveredSessions;
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LeaveCriticalSection(&s_discoveryLock);
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if (TryEnterCriticalSection(&s_discoveryLock))
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{
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result = s_discoveredSessions;
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LeaveCriticalSection(&s_discoveryLock);
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}
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return result;
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}
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