yuzu/src/core/internal_network/sockets.h

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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include <span>
#include <utility>
#if defined(_WIN32)
#elif !YUZU_UNIX
#error "Platform not implemented"
#endif
#include "common/common_types.h"
#include "core/internal_network/network.h"
// TODO: C++20 Replace std::vector usages with std::span
namespace Network {
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struct ProxyPacket;
class SocketBase {
public:
#ifdef YUZU_UNIX
using SOCKET = int;
static constexpr SOCKET INVALID_SOCKET = -1;
static constexpr SOCKET SOCKET_ERROR = -1;
#endif
struct AcceptResult {
std::unique_ptr<SocketBase> socket;
SockAddrIn sockaddr_in;
};
SocketBase() = default;
explicit SocketBase(SOCKET fd_) : fd{fd_} {}
virtual ~SocketBase() = default;
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YUZU_NON_COPYABLE(SocketBase);
YUZU_NON_MOVEABLE(SocketBase);
virtual Errno Initialize(Domain domain, Type type, Protocol protocol) = 0;
virtual Errno Close() = 0;
virtual std::pair<AcceptResult, Errno> Accept() = 0;
virtual Errno Connect(SockAddrIn addr_in) = 0;
virtual std::pair<SockAddrIn, Errno> GetPeerName() = 0;
virtual std::pair<SockAddrIn, Errno> GetSockName() = 0;
virtual Errno Bind(SockAddrIn addr) = 0;
virtual Errno Listen(s32 backlog) = 0;
virtual Errno Shutdown(ShutdownHow how) = 0;
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
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virtual std::pair<s32, Errno> Recv(int flags, std::span<u8> message) = 0;
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
2023-06-20 01:17:43 +00:00
virtual std::pair<s32, Errno> RecvFrom(int flags, std::span<u8> message, SockAddrIn* addr) = 0;
virtual std::pair<s32, Errno> Send(std::span<const u8> message, int flags) = 0;
virtual std::pair<s32, Errno> SendTo(u32 flags, std::span<const u8> message,
const SockAddrIn* addr) = 0;
virtual Errno SetLinger(bool enable, u32 linger) = 0;
virtual Errno SetReuseAddr(bool enable) = 0;
virtual Errno SetKeepAlive(bool enable) = 0;
virtual Errno SetBroadcast(bool enable) = 0;
virtual Errno SetSndBuf(u32 value) = 0;
virtual Errno SetRcvBuf(u32 value) = 0;
virtual Errno SetSndTimeo(u32 value) = 0;
virtual Errno SetRcvTimeo(u32 value) = 0;
virtual Errno SetNonBlock(bool enable) = 0;
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
2023-06-20 01:17:43 +00:00
virtual std::pair<Errno, Errno> GetPendingError() = 0;
virtual bool IsOpened() const = 0;
virtual void HandleProxyPacket(const ProxyPacket& packet) = 0;
[[nodiscard]] SOCKET GetFD() const {
return fd;
}
protected:
SOCKET fd = INVALID_SOCKET;
};
class Socket : public SocketBase {
public:
Socket() = default;
explicit Socket(SOCKET fd_) : SocketBase{fd_} {}
~Socket() override;
Socket(Socket&& rhs) noexcept;
Errno Initialize(Domain domain, Type type, Protocol protocol) override;
Errno Close() override;
std::pair<AcceptResult, Errno> Accept() override;
Errno Connect(SockAddrIn addr_in) override;
std::pair<SockAddrIn, Errno> GetPeerName() override;
std::pair<SockAddrIn, Errno> GetSockName() override;
Errno Bind(SockAddrIn addr) override;
Errno Listen(s32 backlog) override;
Errno Shutdown(ShutdownHow how) override;
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
2023-06-20 01:17:43 +00:00
std::pair<s32, Errno> Recv(int flags, std::span<u8> message) override;
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
2023-06-20 01:17:43 +00:00
std::pair<s32, Errno> RecvFrom(int flags, std::span<u8> message, SockAddrIn* addr) override;
std::pair<s32, Errno> Send(std::span<const u8> message, int flags) override;
std::pair<s32, Errno> SendTo(u32 flags, std::span<const u8> message,
const SockAddrIn* addr) override;
Errno SetLinger(bool enable, u32 linger) override;
Errno SetReuseAddr(bool enable) override;
Errno SetKeepAlive(bool enable) override;
Errno SetBroadcast(bool enable) override;
Errno SetSndBuf(u32 value) override;
Errno SetRcvBuf(u32 value) override;
Errno SetSndTimeo(u32 value) override;
Errno SetRcvTimeo(u32 value) override;
Errno SetNonBlock(bool enable) override;
template <typename T>
Errno SetSockOpt(SOCKET fd, int option, T value);
Implement SSL service This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server [Open Course World](https://opencourse.world/). Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and OpenSSL for Linux. (In reality Linux is a bit of a free-for-all where there's no one 'native' library, but OpenSSL is the closest it gets.) On macOS the 'native' library is SecureTransport but that isn't implemented in this PR. (Instead, all non-Windows OSes will use OpenSSL unless disabled with `-DENABLE_OPENSSL=OFF`.) Why have multiple backends instead of just using a single library, especially given that Yuzu already embeds mbedtls for cryptographic algorithms? Well, I tried implementing this on mbedtls first, but the problem is TLS policies - mainly trusted certificate policies, and to a lesser extent trusted algorithms, SSL versions, etc. ...In practice, the chance that someone is going to conduct a man-in-the-middle attack on a third-party game server is pretty low, but I'm a security nerd so I like to do the right security things. My base assumption is that we want to use the host system's TLS policies. An alternative would be to more closely emulate the Switch's TLS implementation (which is based on NSS). But for one thing, I don't feel like reverse engineering it. And I'd argue that for third-party servers such as Open Course World, it's theoretically preferable to use the system's policies rather than the Switch's, for two reasons 1. Someday the Switch will stop being updated, and the trusted cert list, algorithms, etc. will start to go stale, but users will still want to connect to third-party servers, and there's no reason they shouldn't have up-to-date security when doing so. At that point, homebrew users on actual hardware may patch the TLS implementation, but for emulators it's simpler to just use the host's stack. 2. Also, it's good to respect any custom certificate policies the user may have added systemwide. For example, they may have added custom trusted CAs in order to use TLS debugging tools or pass through corporate MitM middleboxes. Or they may have removed some CAs that are normally trusted out of paranoia. Note that this policy wouldn't work as-is for connecting to first-party servers, because some of them serve certificates based on Nintendo's own CA rather than a publicly trusted one. However, this could probably be solved easily by using appropriate APIs to adding Nintendo's CA as an alternate trusted cert for Yuzu's connections. That is not implemented in this PR because, again, first-party servers are out of scope. (If anything I'd rather have an option to _block_ connections to Nintendo servers, but that's not implemented here.) To use the host's TLS policies, there are three theoretical options: a) Import the host's trusted certificate list into a cross-platform TLS library (presumably mbedtls). b) Use the native TLS library to verify certificates but use a cross-platform TLS library for everything else. c) Use the native TLS library for everything. Two problems with option a). First, importing the trusted certificate list at minimum requires a bunch of platform-specific code, which mbedtls does not have built in. Interestingly, OpenSSL recently gained the ability to import the Windows certificate trust store... but that leads to the second problem, which is that a list of trusted certificates is [not expressive enough](https://bugs.archlinux.org/task/41909) to express a modern certificate trust policy. For example, Windows has the concept of [explicitly distrusted certificates](https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/dn265983(v=ws.11)), and macOS requires Certificate Transparency validation for some certificates with complex rules for when it's required. Option b) (using native library just to verify certs) is probably feasible, but it would miss aspects of TLS policy other than trusted certs (like allowed algorithms), and in any case it might well require writing more code, not less, compared to using the native library for everything. So I ended up at option c), using the native library for everything. What I'd *really* prefer would be to use a third-party library that does option c) for me. Rust has a good library for this, [native-tls](https://docs.rs/native-tls/latest/native_tls/). I did search, but I couldn't find a good option in the C or C++ ecosystem, at least not any that wasn't part of some much larger framework. I was surprised - isn't this a pretty common use case? Well, many applications only need TLS for HTTPS, and they can use libcurl, which has a TLS abstraction layer internally but doesn't expose it. Other applications only support a single TLS library, or use one of the aforementioned larger frameworks, or are platform-specific to begin with, or of course are written in a non-C/C++ language, most of which have some canonical choice for TLS. But there are also many applications that have a set of TLS backends just like this; it's just that nobody has gone ahead and abstracted the pattern into a library, at least not a widespread one. Amusingly, there is one TLS abstraction layer that Yuzu already bundles: the one in ffmpeg. But it is missing some features that would be needed to use it here (like reusing an existing socket rather than managing the socket itself). Though, that does mean that the wiki's build instructions for Linux (and macOS for some reason?) already recommend installing OpenSSL, so no need to update those. ## Other APIs implemented - Sockets: - GetSockOpt(`SO_ERROR`) - SetSockOpt(`SO_NOSIGPIPE`) (stub, I have no idea what this does on Switch) - `DuplicateSocket` (because the SSL sysmodule calls it internally) - More `PollEvents` values - NSD: - `Resolve` and `ResolveEx` (stub, good enough for Open Course World and probably most third-party servers, but not first-party) - SFDNSRES: - `GetHostByNameRequest` and `GetHostByNameRequestWithOptions` - `ResolverSetOptionRequest` (stub) ## Fixes - Parts of the socket code were previously allocating a `sockaddr` object on the stack when calling functions that take a `sockaddr*` (e.g. `accept`). This might seem like the right thing to do to avoid illegal aliasing, but in fact `sockaddr` is not guaranteed to be large enough to hold any particular type of address, only the header. This worked in practice because in practice `sockaddr` is the same size as `sockaddr_in`, but it's not how the API is meant to be used. I changed this to allocate an `sockaddr_in` on the stack and `reinterpret_cast` it. I could try to do something cleverer with `aligned_storage`, but casting is the idiomatic way to use these particular APIs, so it's really the system's responsibility to avoid any aliasing issues. - I rewrote most of the `GetAddrInfoRequest[WithOptions]` implementation. The old implementation invoked the host's getaddrinfo directly from sfdnsres.cpp, and directly passed through the host's socket type, protocol, etc. values rather than looking up the corresponding constants on the Switch. To be fair, these constants don't tend to actually vary across systems, but still... I added a wrapper for `getaddrinfo` in `internal_network/network.cpp` similar to the ones for other socket APIs, and changed the `GetAddrInfoRequest` implementation to use it. While I was at it, I rewrote the serialization to use the same approach I used to implement `GetHostByNameRequest`, because it reduces the number of size calculations. While doing so I removed `AF_INET6` support because the Switch doesn't support IPv6; it might be nice to support IPv6 anyway, but that would have to apply to all of the socket APIs. I also corrected the IPC wrappers for `GetAddrInfoRequest` and `GetAddrInfoRequestWithOptions` based on reverse engineering and hardware testing. Every call to `GetAddrInfoRequestWithOptions` returns *four* different error codes (IPC status, getaddrinfo error code, netdb error code, and errno), and `GetAddrInfoRequest` returns three of those but in a different order, and it doesn't really matter but the existing implementation was a bit off, as I discovered while testing `GetHostByNameRequest`. - The new serialization code is based on two simple helper functions: ```cpp template <typename T> static void Append(std::vector<u8>& vec, T t); void AppendNulTerminated(std::vector<u8>& vec, std::string_view str); ``` I was thinking there must be existing functions somewhere that assist with serialization/deserialization of binary data, but all I could find was the helper methods in `IOFile` and `HLERequestContext`, not anything that could be used with a generic byte buffer. If I'm not missing something, then maybe I should move the above functions to a new header in `common`... right now they're just sitting in `sfdnsres.cpp` where they're used. - Not a fix, but `SocketBase::Recv`/`Send` is changed to use `std::span<u8>` rather than `std::vector<u8>&` to avoid needing to copy the data to/from a vector when those methods are called from the TLS implementation.
2023-06-20 01:17:43 +00:00
std::pair<Errno, Errno> GetPendingError() override;
template <typename T>
std::pair<T, Errno> GetSockOpt(SOCKET fd, int option);
bool IsOpened() const override;
void HandleProxyPacket(const ProxyPacket& packet) override;
};
std::pair<s32, Errno> Poll(std::vector<PollFD>& poll_fds, s32 timeout);
} // namespace Network