Beispiel #1
0
/* Start a client */
int JSocket::start_client(const char *szIpAddr){
#ifdef NETWORK_SUPPORT
 int sock;
  sockaddr_in addrListen;
  int error;

  sock = sceNetInetSocket(AF_INET, SOCK_STREAM, 0);
 if (sock <= 0){
  printf("socket returned $%x\n", sock);
  sceKernelDelayThread(500*1000);
  return sock;
 }

  addrListen.sin_family = AF_INET;
  addrListen.sin_addr.s_addr  = inet_addr(szIpAddr);
  addrListen.sin_port = htons(SERVER_PORT);

  int err = sceNetInetConnect(sock, (sockaddr *)&addrListen, sizeof(addrListen));
  if (err != 0){
   printf("Unable to connect!\n");
   printf("connect returned $%x\n", err);
   printf("  errno=$%x\n", sceNetInetGetErrno());
   sceKernelDelayThread(500*1000);
   return err;
 }

 connected = 1;

 while(1){
   readWrite(sock);
 }
 #endif
 return 0;
}
Beispiel #2
0
int connectSocket( const char * ip_addr, unsigned short port )
{
	struct sockaddr_in addr;
	int opt = 1;
	
	addr.sin_family = AF_INET;
    addr.sin_port = htons( port ); 
    addr.sin_addr.s_addr = sceNetInetInetAddr( ip_addr );
	
	int i = 0;
	for( i = 0; i < 4; i ++ )
	{
		ctrl_opts.sock[i].server = sceNetInetSocket( PF_INET, SOCK_STREAM, 0 );
		if ( ctrl_opts.sock[i].server < 0 )
		{
			log( "Error create sock connection\n" );
			return -1;
		}
		int ret = sceNetInetSetsockopt( ctrl_opts.sock[i].server, SOL_TCP, TCP_NODELAY, &opt, sizeof( opt ) );
		if ( ret != 0 )
		{
			log( "Error setting sock option\n" );
			return -1;
		}

		ret = sceNetInetConnect( ctrl_opts.sock[i].server, ( struct sockaddr * )&addr, sizeof( addr ) );
		if ( ret < 0 )
		{
			log( "Error connect to sock %08x\n", ctrl_opts.sock[i].server );
			return -1;
		}
		ctrl_opts.sock[i].thid = sceKernelCreateThread( "sock_thread", sock_thread, 0x20, 0x2000, PSP_THREAD_ATTR_USBWLAN, NULL );
		if ( ctrl_opts.sock[i].thid < 0 )
		{
			log( "Error creating thread\n" );
			return -1;
		}
		unsigned int addr = ( unsigned int )&ctrl_opts.sock[i];
		sceKernelStartThread( ctrl_opts.sock[i].thid, 4, &addr );
	}
	
	return 0;
}
Beispiel #3
0
/**
 * Initialize Networking Components for Adhocctl Emulator
 * @param adhoc_id Game Product Code
 * @param server_ip Server IP
 * @return 0 on success or... -1
 */
int _initNetwork(const SceNetAdhocctlAdhocId * adhoc_id, const char * server_ip)
{
	// WLAN Switch Check
	if(sceWlanGetSwitchState() == 1)
	{
		// Initialize Access Point Control
		if(sceNetApctlInit(0x1800, 0x30) == 0)
		{
			// Attempt Counter
			int attemptmax = 10;
			
			// Attempt Number
			int attempt = 0;
			
			// Attempt Connection Setup
			for(; attempt < attemptmax; attempt++)
			{
				// Start Connection
				if(sceNetApctlConnect(_hotspot) == 0)
				{
					// Wait for Connection
					int statebefore = 0;
					int state = 0; while(state != 4)
					{
						// Query State
						int getstate = sceNetApctlGetState(&state);
						
						// Log State Change
						if(statebefore != state) printk("New Connection State: %d\n", state);					
						
						// Query Success
						if(getstate == 0 && state != 4)
						{
							// Wait for Retry
							sceKernelDelayThread(1000000);
						}
						
						// Query Error
						else break;
						
						// Save Before State
						statebefore = state;
					}
					
					// Connected
					if(state == 4)
					{
						// Create Friend Finder Socket
						int socket = sceNetInetSocket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
						
						// Created Socket
						if(socket > 0)
						{
							// Enable Port Re-use
							sceNetInetSetsockopt(socket, SOL_SOCKET, SO_REUSEADDR, &_one, sizeof(_one));
							sceNetInetSetsockopt(socket, SOL_SOCKET, SO_REUSEPORT, &_one, sizeof(_one));
							
							// Apply Receive Timeout Settings to Socket
							// uint32_t timeout = ADHOCCTL_RECV_TIMEOUT;
							// sceNetInetSetsockopt(socket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
							
							// Server IP
							uint32_t ip = 0;
							
							// Initialize DNS Resolver
							if(sceNetResolverInit() == 0)
							{
								// Create DNS Resolver
								unsigned char rbuf[512]; int rid = 0;
								if(sceNetResolverCreate(&rid, rbuf, sizeof(rbuf)) == 0)
								{
									// Resolve Domain
									if(sceNetResolverStartNtoA(rid, server_ip, &ip, 500000, 2) != 0)
									{
										// Attempt IP Conversion
										sceNetInetInetAton(server_ip, &ip);
									}
									
									// Delete DNS Resolver
									sceNetResolverDelete(rid);
								}
								
								// Shutdown DNS Resolver
								sceNetResolverTerm();
							}
							
							// Prepare Server Address
							SceNetInetSockaddrIn addr;
							addr.sin_len = sizeof(addr);
							addr.sin_family = AF_INET;
							addr.sin_addr = ip;
							addr.sin_port = sceNetHtons(ADHOCCTL_METAPORT);
							
							// Connect to Server
							if(sceNetInetConnect(socket, (SceNetInetSockaddr *)&addr, sizeof(addr)) == 0)
							{
								// Save Meta Socket
								_metasocket = socket;
								
								// Save Product Code
								_product_code = *adhoc_id;
								
								// Clear Event Handler
								memset(_event_handler, 0, sizeof(_event_handler[0]) * ADHOCCTL_MAX_HANDLER);
								memset(_event_args, 0, sizeof(_event_args[0]) * ADHOCCTL_MAX_HANDLER);
								
								// Clear Internal Control Status
								memset(&_parameter, 0, sizeof(_parameter));
								
								// Read PSP Player Name
								sceUtilityGetSystemParamString(PSP_SYSTEMPARAM_ID_STRING_NICKNAME, (char *)_parameter.nickname.data, ADHOCCTL_NICKNAME_LEN);
								
								// Read Adhoc Channel
								sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_ADHOC_CHANNEL, &_parameter.channel);
								
								// Fake Channel Number 1 on Automatic Channel
								if(_parameter.channel == 0) _parameter.channel = 1;
								
								// Read PSP MAC Address
								sceWlanGetEtherAddr((void *)&_parameter.bssid.mac_addr.data);
								
								// Prepare Login Packet
								SceNetAdhocctlLoginPacketC2S packet;
								
								// Set Packet Opcode
								packet.base.opcode = OPCODE_LOGIN;
								
								// Set MAC Address
								packet.mac = _parameter.bssid.mac_addr;
								
								// Set Nickname
								packet.name = _parameter.nickname;
								
								// Set Game Product ID
								memcpy(packet.game.data, adhoc_id->data, ADHOCCTL_ADHOCID_LEN);
								
								// Acquire Network Layer Lock
								_acquireNetworkLock();
								
								// Send Login Packet
								sceNetInetSend(_metasocket, &packet, sizeof(packet), INET_MSG_DONTWAIT);
								
								// Free Network Layer Lock
								_freeNetworkLock();
								
								// Load UPNP Library
								_upnp_uid = sceKernelLoadModule("ms0:/kd/pspnet_miniupnc.prx", 0, NULL);
								
								// Start UPNP Library
								int status = 0; sceKernelStartModule(_upnp_uid, 0, NULL, &status, NULL);
								
								// Return Success
								return 0;
							}
							
							// Delete Socket
							sceNetInetClose(socket);
						}
						
						// Close Hotspot Connection
						sceNetApctlDisconnect();
					}
				}
			}
			
			// Terminate Access Point Control
			sceNetApctlTerm();	
		}
	}
	
	// Generic Error
	return -1;
}
Beispiel #4
0
/* connecthostport()
 * return a socket connected (TCP) to the host and port
 * or -1 in case of error */
int connecthostport(const char * host, unsigned short port)
{
	printk("Connect Attempt: %s:%u\n", host, port);
	// Target Address
	SceNetInetSockaddrIn in;
	
	// Clear Memory
	memset(&in, 0, sizeof(in));
	
	// Set Address Family
	in.sin_family = AF_INET;
	
	// Set Structure Length
	in.sin_len = sizeof(in);
	
	// Translate Port
	in.sin_port = sceNetHtons(port);
	
	// Resolve Domain
	if(sceNetResolverStartNtoA(_rid, host, &in.sin_addr, 500000, 2) != 0)
	{
		// Attempt IP Conversion
		sceNetInetInetAton(host, &in.sin_addr);
	}
	
	// Create Socket
	int s = sceNetInetSocket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
	
	// Valid Socket
	if(s > 0)
	{
		// Enabler
		int one = 1;
		
		// Enable Port Re-use
		sceNetInetSetsockopt(s, SOL_SOCKET, SO_REUSEADDR, &one, sizeof(one));
		sceNetInetSetsockopt(s, SOL_SOCKET, SO_REUSEPORT, &one, sizeof(one));
		
		// Set 3-Second Timeout
		uint32_t timeout = 3000000;
		sceNetInetSetsockopt(s, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
		sceNetInetSetsockopt(s, SOL_SOCKET, SO_SNDTIMEO, &timeout, sizeof(timeout));
		
		// Connect to Destination
		if(sceNetInetConnect(s, (SceNetInetSockaddr *)&in, sizeof(in)) == 0/* || sceNetInetGetErrno() == 106*/)
		{
			printk("Connection Success\n");
			// Return Socket
			return s;
		}
		
		printk("Errno: %d\n", sceNetInetGetErrno());
		
		// Close Socket
		sceNetInetClose(s);
		
		logSockets();
	}

	// Error State
	return -1;
}