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https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 12:05:11 +00:00
Revert broken IPv6 code on Windows
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parent
4fdda85cbd
commit
9868f77c0d
2 changed files with 2 additions and 19 deletions
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@ -11,7 +11,7 @@ char gGetHostName[MAX_CONFIG_STRING] = "";
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void resolve_domain(void) {
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struct hostent *remoteHost = gethostbyname(configJoinIp);
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if (remoteHost && (remoteHost->h_addrtype == AF_INET || remoteHost->h_addrtype == AF_INET6)) {
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if (remoteHost && remoteHost->h_addrtype == AF_INET) {
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struct in_addr addr;
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for (int i = 0; remoteHost->h_addr_list[i] != 0; i++) {
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memcpy(&addr, remoteHost->h_addr_list[i], sizeof(struct in_addr));
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@ -22,11 +22,7 @@ void resolve_domain(void) {
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static int socket_bind(SOCKET socket, unsigned int port) {
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struct sockaddr_in rxAddr;
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#if defined(_WIN32) || defined(_WIN64)
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rxAddr.sin_family = AF_INET6;
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#else
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rxAddr.sin_family = AF_INET;
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#endif
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rxAddr.sin_port = htons(port);
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rxAddr.sin_addr.s_addr = htonl(INADDR_ANY);
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@ -103,12 +99,7 @@ static bool ns_socket_initialize(enum NetworkType networkType, UNUSED bool recon
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LOG_INFO("bound to port %u", port);
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} else {
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// save the port to send to
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#if defined(_WIN32) || defined(_WIN64)
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sAddr[0].sin_family = AF_INET6;
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#else
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sAddr[0].sin_family = AF_INET;
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#endif
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sAddr[0].sin_port = htons(port);
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resolve_domain();
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sAddr[0].sin_addr.s_addr = inet_addr(configJoinIp);
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@ -13,7 +13,7 @@ SOCKET socket_initialize(void) {
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}
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// initialize socket
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SOCKET sock = socket(AF_INET6, SOCK_DGRAM, IPPROTO_UDP);
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SOCKET sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (sock == INVALID_SOCKET) {
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LOG_ERROR("socket failed with error %d", SOCKET_LAST_ERROR);
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return INVALID_SOCKET;
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@ -27,14 +27,6 @@ SOCKET socket_initialize(void) {
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return INVALID_SOCKET;
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}
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// Make sure our socket is dual-stack. So we can use both IPv4 and IPv6.
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int opt = 0;
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rc = setsockopt(sock, IPPROTO_IPV6, IPV6_V6ONLY, (void *)&opt, sizeof(opt));
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if (rc != NO_ERROR) {
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LOG_ERROR("setsockopt(IPV6_V6ONLY) failed with error: %d", rc);
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return INVALID_SOCKET;
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}
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#if MAX_PLAYERS > 4
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// on windows, the send buffer for the socket needs to be increased
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// for the many players case to avoid WSAEWOULDBLOCK on send
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