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3DS: Try to fix not connecting to server on real hardware
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@ -34,8 +34,8 @@
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const cc_result ReturnCode_FileShareViolation = 1000000000; /* TODO: not used apparently */
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const cc_result ReturnCode_FileNotFound = ENOENT;
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const cc_result ReturnCode_SocketInProgess = EINPROGRESS;
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const cc_result ReturnCode_SocketWouldBlock = EWOULDBLOCK;
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const cc_result ReturnCode_SocketInProgess = -26;
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const cc_result ReturnCode_SocketWouldBlock = -6;
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const cc_result ReturnCode_DirectoryExists = EEXIST;
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const char* Platform_AppNameSuffix = " 3DS";
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@ -380,8 +380,6 @@ static cc_result Socket_Poll(cc_socket s, int mode, cc_bool* success) {
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int flags = mode == SOCKET_POLL_READ ? (POLLIN | POLLHUP) : POLLOUT;
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*success = (pfd.revents & flags) != 0;
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int ret_events = pfd.revents;
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Platform_Log2("POLL: %h (%h)", &ret_events, &flags);
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return 0;
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}
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@ -394,9 +392,12 @@ cc_result Socket_CheckWritable(cc_socket s, cc_bool* writable) {
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cc_result res = Socket_Poll(s, SOCKET_POLL_WRITE, writable);
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if (res || *writable) return res;
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/* https://stackoverflow.com/questions/29479953/so-error-value-after-successful-socket-operation */
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// Actual 3DS hardware returns EINPROGRESS if connect is still in progress
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// Which is different from POSIX:
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// https://stackoverflow.com/questions/29479953/so-error-value-after-successful-socket-operation
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getsockopt(s, SOL_SOCKET, SO_ERROR, &res, &resultSize);
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Platform_Log1("--write poll failed-- = %i", &res);
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if (res == ReturnCode_SocketInProgess) res = 0;
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return res;
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}
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