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WIP Infrastructure Implementation #21

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WIP Infrastructure Implementation #21

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anr2me
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@anr2me anr2me commented Dec 20, 2023

The stashed code still contains (an old version?) sceHttp implementation similar to hrydgard#18003 but older.
Meanwhile, the NetResolver library was taken out to hrydgard#18090 but because that PR hasn't been merged yet, and i needed it to create an up-to-date test builds for hrydgard#14256 so i put it back in for building purpose.
Edit: And also brings back hrydgard#18003 in here since it wasn't merged yet (that PR wasn't ready because i'm using a different/wrong approach compared to what jpcsp did, even though it worked too)

TODO (High priority to Low priority):

  • Sockets id/fd need to be mapped to 0..255 range for games that use sceNetInetSelect to works properly.
  • Making sure the FD_SET, FD_CLR, and FD_ISSET macros that dealt with PSP's data to be cross-platform for big-endian too.
  • Implement sceNetInetRecvmsg (similar to the already working sceNetInetSendmsg but in reverse)
  • Simulates blocking behavior for blocking sockets.
  • Creates UI for Primary & Secondary DNS Server settings.
  • Implement built-in hosts file for players with enforced DNS server (causing them unable to use custom DNS for private servers), so they don't need to change OS/system's hosts file.
  • Additionally, use a lightweight custom DNS resolver to intercept DNS query sent over UDP port 53 by third-party DNS library that might be used by some games and resolve it using built-in hosts file first, followed by custom DNS servers set on PPSSPP settings, so players doesn't need to change OS/system's networking settings.

PS: Some definition/constants taken from PSVita/PS3 might not be accurate, i'm only using it as a reference when i can't find the one for PSP.

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anr2me commented Dec 20, 2023

Oops looks like it still use an old version of sceHttp implementation :( looks like i need to merge hrydgard#18003 back in here

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