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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 1 anno fa
parent
commit
bc07bc482d
1 ha cambiato i file con 14 aggiunte e 5 eliminazioni
  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);