Resolver still hangs

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fraca7
Posts: 21
Joined: Mon Oct 03, 2005 12:55 am
Location: Paris
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Resolver still hangs

Post by fraca7 »

Well, my last try wasn't this effective... The resolver still hangs in sceNetResolverStartNtoA after a few tries (highly random).

I tried to create the resolver only once and reuse it, same effect.

Does anybody have a hint on this ?

Here is some sample code, adapted from the resolver sample in pspsdk:

/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* main.c - Simple DNS resolver example
*
* Copyright (c) 2006 James F <tyranid@gmail.com>
* Some small parts (c) 2005 PSPPet
*
* $Id: main.c 1661 2006-01-08 13:36:35Z tyranid $
* $HeadURL: svn://svn.ps2dev.org/psp/trunk/pspsdk/src/samples/net/resolver/main.c $
*/

#include <pspkernel.h>
#include <pspdebug.h>
#include <pspsdk.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <pspnet.h>
#include <pspnet_inet.h>
#include <pspnet_apctl.h>
#include <pspnet_resolver.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <sys/select.h>
#include <errno.h>

#define printf pspDebugScreenPrintf

#define MODULE_NAME "Resolver"

#define RESOLVE_NAME "www.google.com"

PSP_MODULE_INFO(MODULE_NAME, 0x1000, 1, 1);
PSP_MAIN_THREAD_ATTR(0);

/* Exit callback */
int exit_callback(int arg1, int arg2, void *common)
{
return 0;
}

/* Callback thread */
int CallbackThread(SceSize args, void *argp)
{
int cbid;

cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();

return 0;
}

/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void)
{
int thid = 0;

thid = sceKernelCreateThread("update_thread", CallbackThread,
0x11, 0xFA0, PSP_THREAD_ATTR_USER, 0);
if(thid >= 0)
{
sceKernelStartThread(thid, 0, 0);
}

return thid;
}

void do_resolver(void)
{
int rid = -1;
char buf[1024];
struct in_addr addr;
char name[1024];

memset(buf, 0, 1024);

/* Create a resolver */
if(sceNetResolverCreate(&rid, buf, sizeof(buf)) < 0)
{
printf("Error creating resolver\n");
}
else
{
int idx = 0;

printf("Created resolver %08x\n", rid);

do
{
idx += 1;

memset(&addr, 0, sizeof(addr));

/* Resolve a name to an ip address */
if(sceNetResolverStartNtoA(rid, RESOLVE_NAME, &addr, 2, 3) < 0)
{
printf("Error resolving %s\n", RESOLVE_NAME);
break;
}

printf("Resolved %s to %s (%d)\n", RESOLVE_NAME, inet_ntoa(addr), idx);

/* Resolve the ip address to a name */
/*
if(sceNetResolverStartAtoN(rid, &addr, name, sizeof(name), 2, 3) < 0)
{
printf("Error resolving ip to name\n");
break;
}
*/

sceNetResolverStop(rid);

/*
printf("Resolved ip to %s\n", name);

if(rid >= 0)
{
sceNetResolverDelete(rid);
}
*/
}
while(1);
}
}

/* Connect to an access point */
int connect_to_apctl(int config)
{
int err;
int stateLast = -1;

/* Connect using the first profile */
err = sceNetApctlConnect(config);
if (err != 0)
{
printf(MODULE_NAME ": sceNetApctlConnect returns %08X\n", err);
return 0;
}

printf(MODULE_NAME ": Connecting...\n");
while (1)
{
int state;
err = sceNetApctlGetState(&state);
if (err != 0)
{
printf(MODULE_NAME ": sceNetApctlGetState returns $%x\n", err);
break;
}
if (state > stateLast)
{
printf(" connection state %d of 4\n", state);
stateLast = state;
}
if (state == 4)
break; // connected with static IP

// wait a little before polling again
sceKernelDelayThread(50*1000); // 50ms
}
printf(MODULE_NAME ": Connected!\n");

if(err != 0)
{
return 0;
}

return 1;
}

int net_thread(SceSize args, void *argp)
{
int err;

do
{
if((err = pspSdkInetInit()))
{
printf(MODULE_NAME ": Error, could not initialise the network %08X\n", err);
break;
}

if(connect_to_apctl(1))
{
// connected, get my IPADDR and run test
char szMyIPAddr[32];
if (sceNetApctlGetInfo(8, szMyIPAddr) != 0)
strcpy(szMyIPAddr, "unknown IP address");

do_resolver();
}
}
while(0);

sceKernelDelayThreadCB(5000000);
sceKernelExitGame();

return 0;
}

/* Simple thread */
int main(int argc, char **argv)
{
SceUID thid;

SetupCallbacks();

pspDebugScreenInit();

if(pspSdkLoadInetModules() < 0)
{
printf("Error, could not load inet modules\n");
sceKernelSleepThread();
}

/* Create a user thread to do the real work */
thid = sceKernelCreateThread("net_thread", net_thread, 0x18, 0x10000, PSP_THREAD_ATTR_USER, NULL);
if(thid < 0)
{
printf("Error, could not create thread\n");
sceKernelSleepThread();
}

sceKernelStartThread(thid, 0, NULL);

sceKernelExitDeleteThread(0);

return 0;
}
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