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* Initial commit.
:)
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114
thirdparty/raknet/RakNetSocket2_Berkley_NativeClient.cpp
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114
thirdparty/raknet/RakNetSocket2_Berkley_NativeClient.cpp
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/*
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* Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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*/
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#include "EmptyHeader.h"
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#ifdef RAKNET_SOCKET_2_INLINE_FUNCTIONS
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#ifndef RAKNETSOCKET2_BERKLEY_NATIVE_CLIENT_CPP
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#define RAKNETSOCKET2_BERKLEY_NATIVE_CLIENT_CPP
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// Every platform except windows store 8 and native client supports Berkley sockets
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#if !defined(WINDOWS_STORE_RT)
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#include "Itoa.h"
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// Shared on most platforms, but excluded from the listed
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void DomainNameToIP_Berkley_IPV4And6( const char *domainName, char ip[65] )
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{
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#if RAKNET_SUPPORT_IPV6==1
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struct addrinfo hints, *res, *p;
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int status;
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memset(&hints, 0, sizeof hints);
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hints.ai_family = AF_UNSPEC; // AF_INET or AF_INET6 to force version
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hints.ai_socktype = SOCK_DGRAM;
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if ((status = getaddrinfo(domainName, NULL, &hints, &res)) != 0) {
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memset(ip, 0, sizeof(ip));
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return;
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}
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p=res;
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// for(p = res;p != NULL; p = p->ai_next) {
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void *addr;
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// char *ipver;
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// get the pointer to the address itself,
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// different fields in IPv4 and IPv6:
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if (p->ai_family == AF_INET)
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{
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struct sockaddr_in *ipv4 = (struct sockaddr_in *)p->ai_addr;
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addr = &(ipv4->sin_addr);
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strcpy(ip, inet_ntoa( ipv4->sin_addr ));
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}
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else
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{
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// TODO - test
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struct sockaddr_in6 *ipv6 = (struct sockaddr_in6 *)p->ai_addr;
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addr = &(ipv6->sin6_addr);
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// inet_ntop function does not exist on windows
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// http://www.mail-archive.com/users@ipv6.org/msg02107.html
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getnameinfo((struct sockaddr *)ipv6, sizeof(struct sockaddr_in6), ip, 1, NULL, 0, NI_NUMERICHOST);
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}
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freeaddrinfo(res); // free the linked list
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// }
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#else
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(void) domainName;
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(void) ip;
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#endif // #if RAKNET_SUPPORT_IPV6==1
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}
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void DomainNameToIP_Berkley_IPV4( const char *domainName, char ip[65] )
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{
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static struct in_addr addr;
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memset(&addr,0,sizeof(in_addr));
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// Use inet_addr instead? What is the difference?
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struct hostent * phe = gethostbyname( domainName );
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if ( phe == 0 || phe->h_addr_list[ 0 ] == 0 )
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{
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//cerr << "Yow! Bad host lookup." << endl;
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memset(ip,0,65*sizeof(char));
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return;
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}
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if (phe->h_addr_list[ 0 ]==0)
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{
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memset(ip,0,65*sizeof(char));
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return;
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}
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memcpy( &addr, phe->h_addr_list[ 0 ], sizeof( struct in_addr ) );
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strcpy(ip, inet_ntoa( addr ));
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}
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void DomainNameToIP_Berkley( const char *domainName, char ip[65] )
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{
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#if RAKNET_SUPPORT_IPV6==1
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return DomainNameToIP_Berkley_IPV4And6(domainName, ip);
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#else
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return DomainNameToIP_Berkley_IPV4(domainName, ip);
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#endif
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}
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#endif // !defined(WINDOWS_STORE_RT) && !defined(__native_client__)
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#endif // file header
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#endif // #ifdef RAKNET_SOCKET_2_INLINE_FUNCTIONS
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