Socket: Fix connect issues when using ReShade

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Sepalani committed 2024-06-11 12:18:42 +04:00
1 parent c04460d88b
commit 44028cbbb1
2 files changed
+32 -2

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@@ -97,6 +97,17 @@ s32 WiiSockMan::GetNetErrorCode(s32 ret, std::string_view caller, bool is_rw)
{
#ifdef _WIN32
s32 error_code = WSAGetLastError();
// Some programs might hijack WinSock2 (e.g. ReShade) and alter the expected return value.
if (error_code == WSAEINVAL && caller == "SO_CONNECT")
{
// Note:
// In order to preserve backward compatibility, this error is reported as WSAEINVAL to Windows
// Sockets 1.1 applications that link to either Winsock.dll or Wsock32.dll.
//
// Source:
// https://learn.microsoft.com/en-us/windows/win32/api/winsock2/nf-winsock2-connect
error_code = WSAEALREADY;
}
#else
s32 error_code = errno;
#endif
@@ -292,7 +303,7 @@ void WiiSocket::Update(bool read, bool write, bool except)
memory.CopyFromEmu(&addr, ioctl.buffer_in + 8, sizeof(WiiSockAddrIn));
sockaddr_in local_name = WiiSockMan::ToNativeAddrIn(addr);
int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
const int ret = connect(fd, (sockaddr*)&local_name, sizeof(local_name));
ReturnValue = m_socket_manager.GetNetErrorCode(ret, "SO_CONNECT", false);
UpdateConnectingState(ReturnValue);