netcode-revival: relay transport for the game's netcode (Phase 1b)
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Route the game's own RakNet UDP through the ghost relay so real internet
peers can play, with the server as a pure relay/NAT stabilizer:

- XNetTransport: a rexglue relay client (joins the same relay + room as the
  ghost client), a receive thread, and:
  - SendGame(): wraps a datagram addressed to a virtual 10.80.0.x peer in a
    relay Game payload and sends it OUTBOUND to the relay (no inbound
    reachability / port forwarding needed).
  - QuerySessions()/Sessions(): discovery - the room members that
    XNetQosLookup reports to the game's session search.
  - Receive injection: relayed Game payloads are pushed into the game's
    registered sockets via XSocket::QueuePacket.
- XSocket: SendTo() to a virtual address routes through the transport;
  RecvFrom() drains queued relayed packets first; sockets register with the
  transport on Initialize.
- XNetQosLookup: queries the relay and returns the room's members as
  discovered sessions (with their virtual addresses), signaling completion.
- XNetGetTitleXnAddr identity now shares one source of truth with the
  transport (same 10.80.0.x).

Wire structs are minimal copies of the game's ghost protocol (kept
dependency-free); the relay's version check refuses mismatches.
This commit is contained in:
MiTHRAL 2026-08-28 02:11:24 -04:00
parent 767bd6e4bc
commit bf3635d7ad
5 changed files with 598 additions and 34 deletions

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@ -0,0 +1,161 @@
/**
* netcode-revival: relay transport for the game's own netcode.
*
* The game's RakNet sockets talk to peers at "virtual" addresses
* (10.80.0.x, assigned per machine by the XNet layer). Real internet peers
* are not reachable at those addresses, so this transport routes their UDP
* through the ghost relay: a datagram to a virtual address is wrapped in a
* relay Game payload and sent OUTBOUND to the relay, which forwards it to
* the destination member's real socket (the server is a pure relay / NAT
* stabilizer). Inbound Game payloads are injected into the game's sockets
* via XSocket::QueuePacket, and XNetQosLookup discovers sessions by asking
* the relay who else is in the room.
*
* The wire structs below are minimal copies of the main repo's
* skate3_native_ghost_proto.h (deliberately kept dependency-free and
* one-way: the SDK must not include game-side headers). If they ever
* diverge, the relay's version check refuses the connection rather than
* corrupting traffic.
*/
#pragma once
#include <cstdint>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_set>
#include <vector>
namespace rex {
namespace system {
class XSocket;
// Header of every relay datagram ("GHST" magic, little-endian type + size).
// Must match kGhostMagic / PacketHeader in skate3_native_ghost_proto.h.
struct XNetRelayHeader {
uint32_t magic; // "GHST" little-endian
uint8_t type;
uint16_t payload_size;
};
// kTypeJoin payload. Must match JoinPayload.
struct XNetRelayJoin {
uint8_t version;
uint8_t room_len;
char room[8];
uint8_t name_len;
char name[16];
uint32_t virtual_ip; // host-order 10.80.0.x
};
// kTypeGame payload. Must match GamePayload.
struct XNetRelayGame {
uint32_t dst_virtual_ip; // recipient (host order) or 0 = all room members
uint32_t src_virtual_ip; // filled by the relay on forward (host order)
uint16_t data_len;
uint8_t data[1400];
};
// kTypeSessionReply payload. Must match SessionReplyPayload.
struct XNetRelaySessionEntry {
uint32_t session_id;
uint32_t virtual_ip; // host order
uint8_t name_len;
char name[16];
};
struct XNetRelaySessionReply {
uint8_t count;
XNetRelaySessionEntry list[32];
};
// One discovered session (a member of our room).
struct XNetSession {
uint32_t session_id;
uint32_t virtual_ip; // host order
char name[16];
uint8_t name_len;
};
class XNetTransport {
public:
static constexpr uint8_t kVersion = 5;
static constexpr uint32_t kMagic = 0x54484753u; // "GHST" LE
enum Type : uint8_t {
kJoin = 1,
kHello = 2,
kGame = 10,
kSessionQuery = 11,
kSessionReply = 12,
};
static XNetTransport& Instance();
// Configure the relay (host[:port], port) and the room to join. Idempotent;
// a changed relay/room reconnects. Called by the game-side ghost client
// when it (re)joins a room, so the game's netcode follows the same room.
void SetRelay(const char* host, uint16_t port, const char* room);
// True once the transport has successfully joined the relay.
bool Active() const;
// True when ip (host order) is in the virtual 10.80.0.x range.
static bool IsVirtualIp(uint32_t host_order_ip);
// Route one datagram to a virtual destination via the relay. Returns the
// datagram length on accept, -1 when the transport is not active or the
// destination is not a virtual address.
int SendGame(const void* buf, uint32_t len, uint32_t dst_virtual_ip_host_order);
// The local machine's virtual IP (host order) - mirrors XNetGetTitleXnAddr.
static uint32_t LocalVirtualIp();
// --- discovery (used by XNetQosLookup) ------------------------------------
// Send a session query for our room; the reply lands asynchronously and is
// surfaced by Sessions() once WaitForReply returns.
void QuerySessions();
// Block up to timeout_ms for a fresh session reply to arrive.
void WaitForReply(int timeout_ms);
std::vector<XNetSession> Sessions() const;
// --- receive injection -----------------------------------------------------
// A UDP socket the game expects inbound netcode datagrams on. Delivered
// Game payloads are pushed into every registered socket via QueuePacket.
void RegisterSocket(XSocket* s);
void UnregisterSocket(XSocket* s);
~XNetTransport();
private:
XNetTransport() = default;
XNetTransport(const XNetTransport&) = delete;
XNetTransport& operator=(const XNetTransport&) = delete;
void Reconnect();
void StopLocked();
void Run();
void HandlePacket(const uint8_t* data, int size);
int64_t sock_ = -1; // native UDP socket to the relay (platform handle)
// Resolved relay endpoint as raw bytes (sockaddr_in is 16 bytes on POSIX
// and Windows); cast back in the .cpp. Kept byte-form so this public
// header stays platform-independent.
uint8_t relay_addr_[16] = {};
bool relay_resolved_ = false;
std::thread thread_;
bool running_ = false;
mutable std::mutex mu_;
std::string host_;
uint16_t port_ = 0;
std::string room_;
bool active_ = false;
bool joined_ = false;
uint64_t reply_seq_ = 0; // bumped by every SessionReply
std::vector<XNetSession> sessions_;
std::unordered_set<XSocket*> sockets_;
};
} // namespace system
} // namespace rex

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@ -26,6 +26,7 @@
#include <rex/system/kernel_state.h> #include <rex/system/kernel_state.h>
#include <rex/system/xevent.h> #include <rex/system/xevent.h>
#include <rex/system/xsocket.h> #include <rex/system/xsocket.h>
#include <rex/system/xnet_transport.h>
#include <rex/system/xthread.h> #include <rex/system/xthread.h>
#include <rex/system/xtypes.h> #include <rex/system/xtypes.h>
@ -160,7 +161,8 @@ const XnetIdentity& XnetLocalIdentity() {
seed = seed * 6364136223846793005ULL + 1442695040888963407ULL; seed = seed * 6364136223846793005ULL + 1442695040888963407ULL;
id.ab_enet[i] = uint8_t(seed >> 24); id.ab_enet[i] = uint8_t(seed >> 24);
} }
id.virtual_ip = (10u << 24) | (80u << 16) | (0u << 8) | id.machine_id; // Single source of truth with the relay transport (same 10.80.0.x).
id.virtual_ip = rex::system::XNetTransport::LocalVirtualIp();
return id; return id;
}(); }();
return s_identity; return s_identity;
@ -632,9 +634,10 @@ u32 NetDll_XNetQosListen_entry(u32 caller, mapped_void id, mapped_void data, u32
return 0; return 0;
} }
// netcode-revival: session search. Phase 0 reports zero discovered sessions // netcode-revival: session search. Phase 1: ask the relay who else is in our
// (the relay registry lands in Phase 1) but returns success and signals the // room and hand the discovered sessions to the game, then signal the
// completion event so the game's search finishes instead of hanging. // completion event. With no relay configured the search returns empty (the
// game's flow completes cleanly).
u32 NetDll_XNetQosLookup_entry(u32 caller, u32 cxna, mapped_void apxna, mapped_void apxnk, u32 NetDll_XNetQosLookup_entry(u32 caller, u32 cxna, mapped_void apxna, mapped_void apxnk,
u32 cxnk, mapped_void apxnaResults, mapped_u32 apxnqosResults, u32 cxnk, mapped_void apxnaResults, mapped_u32 apxnqosResults,
mapped_void axnqosInfoResults, u32 dwTimeoutMs, u32 hEvent, mapped_void axnqosInfoResults, u32 dwTimeoutMs, u32 hEvent,
@ -645,12 +648,47 @@ u32 NetDll_XNetQosLookup_entry(u32 caller, u32 cxna, mapped_void apxna, mapped_v
(void)cxnk; (void)cxnk;
(void)apxnaResults; (void)apxnaResults;
(void)axnqosInfoResults; (void)axnqosInfoResults;
(void)dwTimeoutMs;
(void)dwFlags; (void)dwFlags;
using rex::system::XNetTransport;
std::vector<rex::system::XNetSession> sessions;
if (XNetTransport::Instance().Active()) {
// Ask the relay, wait up to ~500ms for the reply, then report members.
XNetTransport::Instance().QuerySessions();
XNetTransport::Instance().WaitForReply(500);
sessions = XNetTransport::Instance().Sessions();
}
// Up to 8 discovered sessions (the game's XNQOS addresses array is 8).
auto qos_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNQOS) + sizeof(XNQOSINFO) * 7);
auto qos = REX_KERNEL_MEMORY()->TranslateVirtual<XNQOS*>(qos_guest);
qos->count = qos->count_pending = 0;
uint32_t n = 0;
for (const auto& s : sessions) {
if (n >= 8) {
break;
}
if (!XNetTransport::IsVirtualIp(s.virtual_ip) || s.virtual_ip == XNetTransport::LocalVirtualIp()) {
continue; // only real peers, not ourselves
}
// Each session's QoS info references the host's XNADDR (built from the
// discovered virtual IP) as its QoS data.
XNQOSINFO& info = qos->info[n];
info.flags = 1; // XNET_QOS_FLAG_NONE equivalent - address present
info.probes_xmit = 1;
info.probes_recv = 1;
info.data_len = sizeof(XNADDR);
auto xnaddr_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNADDR));
auto xnaddr = REX_KERNEL_MEMORY()->TranslateVirtual<XNADDR*>(xnaddr_guest);
std::memset(xnaddr, 0, sizeof(XNADDR));
xnaddr->ina.s_addr = htonl(s.virtual_ip);
info.data_ptr = xnaddr_guest;
++n;
}
qos->count = qos->count_pending = n;
if (apxnqosResults) { if (apxnqosResults) {
auto qos_guest = REX_KERNEL_MEMORY()->SystemHeapAlloc(sizeof(XNQOS));
auto qos = REX_KERNEL_MEMORY()->TranslateVirtual<XNQOS*>(qos_guest);
qos->count = qos->count_pending = 0;
*apxnqosResults = qos_guest; *apxnqosResults = qos_guest;
} }
if (hEvent) { if (hEvent) {

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@ -14,6 +14,7 @@ set(REXSYSTEM_SOURCES
xnotifylistener.cpp xnotifylistener.cpp
xenumerator.cpp xenumerator.cpp
xsocket.cpp xsocket.cpp
xnet_transport.cpp
xsymboliclink.cpp xsymboliclink.cpp
xobject.cpp xobject.cpp
xmodule.cpp xmodule.cpp

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@ -0,0 +1,361 @@
/**
* netcode-revival: relay transport for the game's own netcode.
* See xnet_transport.h for the design.
*/
#include <rex/system/xnet_transport.h>
#include <algorithm>
#include <chrono>
#include <cstring>
#include <thread>
#include <rex/platform.h>
#include <rex/system/kernel_state.h>
#include <rex/system/xsocket.h>
#include <rex/system/xam/user_profile.h>
#if REX_PLATFORM_WIN32
#include <WinSock2.h>
#include <WS2tcpip.h>
#else
#include <arpa/inet.h>
#include <netdb.h>
#include <netinet/in.h>
#include <sys/socket.h>
#include <unistd.h>
#endif
namespace rex {
namespace system {
namespace {
// Virtual address range: 10.80.0.0/16 (host order prefix 0x0A500000).
constexpr uint32_t kVirtualPrefix = 0x0A500000u;
int64_t SocketCreate() {
#if REX_PLATFORM_WIN32
return int64_t(::socket(AF_INET, SOCK_DGRAM, 0));
#else
return int64_t(::socket(AF_INET, SOCK_DGRAM, 0));
#endif
}
void SocketClose(int64_t s) {
#if REX_PLATFORM_WIN32
::closesocket(SOCKET(s));
#else
::close(int(s));
#endif
}
bool SocketSendTo(int64_t s, const sockaddr_in* to, const void* buf, int size) {
#if REX_PLATFORM_WIN32
const int n = ::sendto(SOCKET(s), reinterpret_cast<const char*>(buf), size, 0,
reinterpret_cast<const sockaddr*>(to), sizeof(*to));
#else
const int n = ::sendto(int(s), buf, size, 0,
reinterpret_cast<const sockaddr*>(to), sizeof(*to));
#endif
return n == size;
}
// Resolve "host" to a sockaddr_in (UDP), defaulting the port. Returns true
// on success.
bool Resolve(const std::string& host, uint16_t port, sockaddr_in* out) {
addrinfo hints = {};
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_DGRAM;
hints.ai_protocol = IPPROTO_UDP;
addrinfo* res = nullptr;
const std::string port_str = std::to_string(port);
if (getaddrinfo(host.c_str(), port_str.c_str(), &hints, &res) != 0 ||
res == nullptr) {
if (res != nullptr) {
freeaddrinfo(res);
}
return false;
}
*out = *reinterpret_cast<sockaddr_in*>(res->ai_addr);
out->sin_port = htons(port);
freeaddrinfo(res);
return true;
}
} // namespace
XNetTransport& XNetTransport::Instance() {
static XNetTransport s_instance;
return s_instance;
}
XNetTransport::~XNetTransport() {
std::lock_guard<std::mutex> lock(mu_);
StopLocked();
}
uint32_t XNetTransport::LocalVirtualIp() {
// Mirrors the XNet identity: machine id from the signed-in profile XUID,
// mapped onto 10.80.0.x. Stable across runs on one box.
uint64_t seed = 0;
if (xam::UserProfile* profile = REX_KERNEL_STATE()->user_profile()) {
seed = profile->xuid();
}
if (seed == 0) {
seed = 0x52454B4E45544CULL;
}
const uint8_t machine_id = uint8_t((seed ^ (seed >> 32)) & 0xFEu) + 1;
return kVirtualPrefix | machine_id;
}
bool XNetTransport::IsVirtualIp(uint32_t host_order_ip) {
return (host_order_ip & 0xFFFF0000u) == kVirtualPrefix;
}
bool XNetTransport::Active() const {
std::lock_guard<std::mutex> lock(mu_);
return active_;
}
void XNetTransport::SetRelay(const char* host, uint16_t port, const char* room) {
{
std::lock_guard<std::mutex> lock(mu_);
const std::string h = host ? host : "";
const std::string r = room ? room : "";
if (h == host_ && port == port_ && r == room_ && active_) {
return; // unchanged and already connected
}
host_ = h;
port_ = port;
room_ = r;
StopLocked();
}
Reconnect();
}
void XNetTransport::StopLocked() {
if (thread_.joinable()) {
running_ = false;
thread_.join();
thread_ = {};
}
if (sock_ != -1) {
SocketClose(sock_);
sock_ = -1;
}
active_ = false;
joined_ = false;
sessions_.clear();
}
void XNetTransport::Reconnect() {
std::lock_guard<std::mutex> lock(mu_);
if (host_.empty() || port_ == 0) {
return;
}
sockaddr_in relay_addr = {};
if (!Resolve(host_, port_, &relay_addr)) {
return;
}
std::memcpy(relay_addr_, &relay_addr, sizeof(relay_addr));
relay_resolved_ = true;
sock_ = SocketCreate();
if (sock_ == -1) {
return;
}
// Join the room so the relay routes our game traffic among its members.
XNetRelayJoin jp = {};
jp.version = kVersion;
jp.virtual_ip = LocalVirtualIp();
const uint32_t room_len =
std::min<uint32_t>(room_.size(), sizeof(jp.room));
std::memcpy(jp.room, room_.data(), room_len);
jp.room_len = uint8_t(room_len);
const char name[] = "skate3";
const uint32_t name_len = std::min<uint32_t>(sizeof(name) - 1, sizeof(jp.name));
std::memcpy(jp.name, name, name_len);
jp.name_len = uint8_t(name_len);
uint8_t pkt[7 + sizeof(jp)] = {};
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
h->magic = kMagic;
h->type = kJoin;
h->payload_size = uint16_t(sizeof(jp));
std::memcpy(pkt + 7, &jp, sizeof(jp));
SocketSendTo(sock_, &relay_addr, pkt, sizeof(pkt));
running_ = true;
thread_ = std::thread(&XNetTransport::Run, this);
}
int XNetTransport::SendGame(const void* buf, uint32_t len, uint32_t dst_virtual_ip_host_order) {
if (len == 0 || len > sizeof(XNetRelayGame::data)) {
return -1;
}
if (!IsVirtualIp(dst_virtual_ip_host_order) && dst_virtual_ip_host_order != 0) {
return -1;
}
std::lock_guard<std::mutex> lock(mu_);
if (!active_ || sock_ == -1 || !relay_resolved_) {
return -1;
}
const sockaddr_in* relay = reinterpret_cast<const sockaddr_in*>(relay_addr_);
XNetRelayGame gp = {};
gp.dst_virtual_ip = dst_virtual_ip_host_order;
gp.data_len = uint16_t(len);
std::memcpy(gp.data, buf, len);
uint8_t pkt[7 + sizeof(gp)] = {};
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
h->magic = kMagic;
h->type = kGame;
h->payload_size = uint16_t(sizeof(gp));
std::memcpy(pkt + 7, &gp, sizeof(gp));
if (!SocketSendTo(sock_, relay, pkt, sizeof(pkt))) {
return -1;
}
return int(len);
}
void XNetTransport::QuerySessions() {
std::lock_guard<std::mutex> lock(mu_);
if (!active_ || sock_ == -1 || !relay_resolved_) {
return;
}
const sockaddr_in* relay = reinterpret_cast<const sockaddr_in*>(relay_addr_);
uint8_t pkt[7] = {};
XNetRelayHeader* h = reinterpret_cast<XNetRelayHeader*>(pkt);
h->magic = kMagic;
h->type = kSessionQuery;
h->payload_size = 0;
SocketSendTo(sock_, relay, pkt, sizeof(pkt));
}
void XNetTransport::WaitForReply(int timeout_ms) {
const uint64_t target = [this] {
std::lock_guard<std::mutex> lock(mu_);
return reply_seq_;
}();
const auto deadline = std::chrono::steady_clock::now() +
std::chrono::milliseconds(timeout_ms);
while (std::chrono::steady_clock::now() < deadline) {
std::lock_guard<std::mutex> lock(mu_);
if (reply_seq_ > target) {
return;
}
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
}
std::vector<XNetSession> XNetTransport::Sessions() const {
std::lock_guard<std::mutex> lock(mu_);
return sessions_;
}
void XNetTransport::RegisterSocket(XSocket* s) {
if (s == nullptr) {
return;
}
std::lock_guard<std::mutex> lock(mu_);
sockets_.insert(s);
}
void XNetTransport::UnregisterSocket(XSocket* s) {
std::lock_guard<std::mutex> lock(mu_);
sockets_.erase(s);
}
void XNetTransport::Run() {
while (true) {
{
std::lock_guard<std::mutex> lock(mu_);
if (!running_) {
return;
}
}
uint8_t buf[7 + sizeof(XNetRelayGame)];
sockaddr_in from = {};
socklen_t from_len = sizeof(from);
#if REX_PLATFORM_WIN32
int n = ::recvfrom(SOCKET(sock_), reinterpret_cast<char*>(buf), sizeof(buf), 0,
reinterpret_cast<sockaddr*>(&from), &from_len);
#else
int n = ::recvfrom(int(sock_), buf, sizeof(buf), 0,
reinterpret_cast<sockaddr*>(&from), &from_len);
#endif
if (n < 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(5));
continue;
}
if (n < 7) {
continue;
}
HandlePacket(buf, n);
}
}
void XNetTransport::HandlePacket(const uint8_t* data, int size) {
const XNetRelayHeader* h = reinterpret_cast<const XNetRelayHeader*>(data);
if (h->magic != kMagic || h->payload_size > 3200 ||
size < int(sizeof(*h) + h->payload_size)) {
return;
}
const uint8_t* payload = data + sizeof(*h);
switch (h->type) {
case kHello: {
std::lock_guard<std::mutex> lock(mu_);
// session_id != 0 means accepted (0 = refused).
active_ = payload[0] != 0;
joined_ = true;
break;
}
case kGame: {
if (h->payload_size < sizeof(XNetRelayGame)) {
return;
}
XNetRelayGame gp = {};
std::memcpy(&gp, payload, sizeof(gp));
if (gp.data_len > sizeof(gp.data)) {
return;
}
std::vector<XSocket*> targets;
{
std::lock_guard<std::mutex> lock(mu_);
for (XSocket* s : sockets_) {
targets.push_back(s);
}
}
for (XSocket* s : targets) {
// src_virtual_ip is host order; QueuePacket's src is host order too.
s->QueuePacket(gp.src_virtual_ip, 0, gp.data, gp.data_len);
}
break;
}
case kSessionReply: {
if (h->payload_size < sizeof(XNetRelaySessionReply)) {
return;
}
XNetRelaySessionReply sr = {};
std::memcpy(&sr, payload, sizeof(sr));
std::vector<XNetSession> fresh;
const uint8_t count = std::min<uint8_t>(sr.count, 32);
for (uint8_t i = 0; i < count; ++i) {
XNetSession s;
s.session_id = sr.list[i].session_id;
s.virtual_ip = sr.list[i].virtual_ip;
s.name_len = std::min<uint8_t>(sr.list[i].name_len, sizeof(s.name));
std::memcpy(s.name, sr.list[i].name, s.name_len);
fresh.push_back(s);
}
std::lock_guard<std::mutex> lock(mu_);
sessions_ = std::move(fresh);
++reply_seq_;
break;
}
default:
break; // kTypeRooms / Pose / Ping / Pong: not this transport's business.
}
}
} // namespace system
} // namespace rex

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@ -16,6 +16,7 @@
#include <rex/system/kernel_state.h> #include <rex/system/kernel_state.h>
#include <rex/system/xsocket.h> #include <rex/system/xsocket.h>
// #include <rex/system/xnet.h> // #include <rex/system/xnet.h>
#include <rex/system/xnet_transport.h>
#include <rex/net/socket.h> #include <rex/net/socket.h>
@ -65,10 +66,15 @@ X_STATUS XSocket::Initialize(AddressFamily af, Type type, Protocol proto) {
return X_STATUS_UNSUCCESSFUL; return X_STATUS_UNSUCCESSFUL;
} }
// netcode-revival: relayed game traffic is injected into registered
// sockets; the game's RakNet netcode socket is one of them.
XNetTransport::Instance().RegisterSocket(this);
return X_STATUS_SUCCESS; return X_STATUS_SUCCESS;
} }
X_STATUS XSocket::Close() { X_STATUS XSocket::Close() {
XNetTransport::Instance().UnregisterSocket(this);
int ret = rex::net::socket_close(native_handle_); int ret = rex::net::socket_close(native_handle_);
if (ret != 0) { if (ret != 0) {
return X_STATUS_UNSUCCESSFUL; return X_STATUS_UNSUCCESSFUL;
@ -171,28 +177,29 @@ int XSocket::Recv(uint8_t* buf, uint32_t buf_len, uint32_t flags) {
int XSocket::RecvFrom(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* from, int XSocket::RecvFrom(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* from,
uint32_t* from_len) { uint32_t* from_len) {
// Pop from secure packets first // netcode-revival: relayed game datagrams (from the XNetTransport receive
// TODO(DrChat): Enable when I commit XNet // thread) are queued here and surface ahead of any native traffic.
/*
{ {
std::lock_guard<std::mutex> lock(incoming_packet_mutex_); std::lock_guard<std::mutex> lock(incoming_packet_mutex_);
if (incoming_packets_.size()) { if (!incoming_packets_.empty()) {
packet* pkt = (packet*)incoming_packets_.front(); packet* pkt = reinterpret_cast<packet*>(incoming_packets_.front());
int data_len = pkt->data_len;
std::memcpy(buf, pkt->data, std::min((uint32_t)pkt->data_len, buf_len));
from->sin_family = 2;
from->sin_addr = pkt->src_ip;
from->sin_port = pkt->src_port;
incoming_packets_.pop(); incoming_packets_.pop();
uint8_t* pkt_ui8 = (uint8_t*)pkt; const uint32_t data_len = pkt->data_len;
delete[] pkt_ui8; const uint32_t n = std::min<uint32_t>(data_len, buf_len);
std::memcpy(buf, pkt->data, n);
return data_len; if (from) {
from->sin_family = 2;
from->sin_addr = pkt->src_ip;
from->sin_port = pkt->src_port;
std::memset(from->x_sin_zero, 0, sizeof(from->x_sin_zero));
}
if (from_len) {
*from_len = sizeof(sockaddr_in);
}
delete[] reinterpret_cast<uint8_t*>(pkt);
return int(n);
} }
} }
*/
sockaddr_in nfrom; sockaddr_in nfrom;
socklen_t nfromlen = sizeof(sockaddr_in); socklen_t nfromlen = sizeof(sockaddr_in);
@ -218,16 +225,12 @@ int XSocket::Send(const uint8_t* buf, uint32_t buf_len, uint32_t flags) {
int XSocket::SendTo(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* to, int XSocket::SendTo(uint8_t* buf, uint32_t buf_len, uint32_t flags, N_XSOCKADDR_IN* to,
uint32_t to_len) { uint32_t to_len) {
// Send 2 copies of the packet: One to XNet (for network security) and an // netcode-revival: a datagram addressed to a virtual 10.80.0.x peer is
// unencrypted copy for other Xenia hosts. // routed through the relay (the game's RakNet netcode), not sent raw to
// TODO(DrChat): Enable when I commit XNet. // an unreachable address.
/* if (to && XNetTransport::IsVirtualIp(uint32_t(to->sin_addr))) {
auto xam = kernel_state()->GetKernelModule<xam::XamModule>("xam.xex"); return XNetTransport::Instance().SendGame(buf, buf_len, uint32_t(to->sin_addr));
auto xnet = xam->xnet();
if (xnet) {
xnet->SendPacket(this, to, buf, buf_len);
} }
*/
sockaddr_in nto; sockaddr_in nto;
if (to) { if (to) {