diff --git a/Common/Net/Resolve.cpp b/Common/Net/Resolve.cpp index 78535acd2b..6558e75288 100644 --- a/Common/Net/Resolve.cpp +++ b/Common/Net/Resolve.cpp @@ -389,7 +389,7 @@ static bool parse_dns_response(unsigned char *buffer, size_t response_len, uint3 DEBUG_LOG(Log::sceNet, " Type: %d", type); DEBUG_LOG(Log::sceNet, " Class: %d", clazz); DEBUG_LOG(Log::sceNet, " TTL: %u", ttl); - DEBUG_LOG(Log::sceNet, " Data length: %n", data_len); + DEBUG_LOG(Log::sceNet, " Data length: %d", (int)data_len); if (type == DNS_QUERY_TYPE_A && data_len == 4) { // IPv4 address diff --git a/Common/Net/Resolve.h b/Common/Net/Resolve.h index cd50615262..5c7958d654 100644 --- a/Common/Net/Resolve.h +++ b/Common/Net/Resolve.h @@ -1,5 +1,6 @@ #pragma once +#include #include #include diff --git a/Core/HLE/sceNetResolver.cpp b/Core/HLE/sceNetResolver.cpp index 5c2385ea1c..99c4a38d2c 100644 --- a/Core/HLE/sceNetResolver.cpp +++ b/Core/HLE/sceNetResolver.cpp @@ -101,7 +101,7 @@ int NetResolver_StartNtoA(u32 resolverId, u32 hostnamePtr, u32 inAddrPtr, int ti // after the mHostToAlias lookup, which effectively is hardcoded DNS. uint32_t resolvedAddr; if (inet_pton(AF_INET, hostname.c_str(), &resolvedAddr)) { - INFO_LOG(Log::sceNet, "Not looking up %s, already an IP address."); + INFO_LOG(Log::sceNet, "Not looking up '%s', already an IP address.", hostname.c_str()); Memory::Write_U32(resolvedAddr, inAddrPtr); return 0; } @@ -112,7 +112,7 @@ int NetResolver_StartNtoA(u32 resolverId, u32 hostnamePtr, u32 inAddrPtr, int ti // Now use the configured primary DNS server to do a lookup. // TODO: Pick a DNS server per-game according to a table downloaded from ppsspp.org. if (net::DirectDNSLookupIPV4(g_Config.primaryDNSServer.c_str(), hostname.c_str(), &resolvedAddr)) { - INFO_LOG(Log::sceNet, "Direct lookup of %s succeeded: %08x", hostname.c_str(), resolvedAddr); + INFO_LOG(Log::sceNet, "Direct lookup of '%s' succeeded: %08x", hostname.c_str(), resolvedAddr); resolver->SetIsRunning(false); Memory::Write_U32(resolvedAddr, inAddrPtr); return 0;