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Warning fix, buildfix, logfix
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parent
eced84a46b
commit
7e476fedf4
3 changed files with 4 additions and 3 deletions
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@ -389,7 +389,7 @@ static bool parse_dns_response(unsigned char *buffer, size_t response_len, uint3
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DEBUG_LOG(Log::sceNet, " Type: %d", type);
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DEBUG_LOG(Log::sceNet, " Class: %d", clazz);
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DEBUG_LOG(Log::sceNet, " TTL: %u", ttl);
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DEBUG_LOG(Log::sceNet, " Data length: %n", data_len);
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DEBUG_LOG(Log::sceNet, " Data length: %d", (int)data_len);
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if (type == DNS_QUERY_TYPE_A && data_len == 4) {
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// IPv4 address
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@ -1,5 +1,6 @@
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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@ -101,7 +101,7 @@ int NetResolver_StartNtoA(u32 resolverId, u32 hostnamePtr, u32 inAddrPtr, int ti
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// after the mHostToAlias lookup, which effectively is hardcoded DNS.
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uint32_t resolvedAddr;
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if (inet_pton(AF_INET, hostname.c_str(), &resolvedAddr)) {
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INFO_LOG(Log::sceNet, "Not looking up %s, already an IP address.");
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INFO_LOG(Log::sceNet, "Not looking up '%s', already an IP address.", hostname.c_str());
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Memory::Write_U32(resolvedAddr, inAddrPtr);
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return 0;
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}
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@ -112,7 +112,7 @@ int NetResolver_StartNtoA(u32 resolverId, u32 hostnamePtr, u32 inAddrPtr, int ti
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// Now use the configured primary DNS server to do a lookup.
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// TODO: Pick a DNS server per-game according to a table downloaded from ppsspp.org.
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if (net::DirectDNSLookupIPV4(g_Config.primaryDNSServer.c_str(), hostname.c_str(), &resolvedAddr)) {
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INFO_LOG(Log::sceNet, "Direct lookup of %s succeeded: %08x", hostname.c_str(), resolvedAddr);
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INFO_LOG(Log::sceNet, "Direct lookup of '%s' succeeded: %08x", hostname.c_str(), resolvedAddr);
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resolver->SetIsRunning(false);
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Memory::Write_U32(resolvedAddr, inAddrPtr);
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return 0;
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