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Gracefully handle errors in socket creation (#662)

In all other calls, exceptions are handled within the ManagedSocket
class, this can't easily be done here as the exception is thrown from
the constructor, so the exception is handled in ISocket and the correct
error is passed to the application.

This should fix #660
Vudjun преди 1 година
родител
ревизия
bc07bc482d
променени са 1 файла, в които са добавени 14 реда и са изтрити 5 реда
  1. 14 5
      src/Ryujinx.HLE/HOS/Services/Sockets/Bsd/IClient.cs

+ 14 - 5
src/Ryujinx.HLE/HOS/Services/Sockets/Bsd/IClient.cs

@@ -101,12 +101,21 @@ namespace Ryujinx.HLE.HOS.Services.Sockets.Bsd
                 }
             }
 
-            ISocket newBsdSocket = new ManagedSocket(netDomain, (SocketType)type, protocol, context.Device.Configuration.MultiplayerLanInterfaceId)
-            {
-                Blocking = !creationFlags.HasFlag(BsdSocketCreationFlags.NonBlocking),
-            };
-
             LinuxError errno = LinuxError.SUCCESS;
+            ISocket newBsdSocket;
+
+            try
+            {
+                newBsdSocket = new ManagedSocket(netDomain, (SocketType)type, protocol, context.Device.Configuration.MultiplayerLanInterfaceId)
+                {
+                    Blocking = !creationFlags.HasFlag(BsdSocketCreationFlags.NonBlocking),
+                };
+            }
+            catch (SocketException exception)
+            {
+                LinuxError errNo = WinSockHelper.ConvertError((WsaError)exception.ErrorCode);
+                return WriteBsdResult(context, 0, errNo);
+            }
 
             int newSockFd = _context.RegisterFileDescriptor(newBsdSocket);