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<title>eglantine-cirakg/src/core/internal_network/socket_proxy.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2026-11-03T00:39:54+00:00</updated>
<entry>
<title>network: close each bsd fd once and drop unwanted or malformed room packets</title>
<updated>2026-11-03T00:39:54+00:00</updated>
<author>
<name>cirakg</name>
<email>cirakg@cirakg.xyz</email>
</author>
<published>2026-11-03T00:39:54+00:00</published>
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<id>urn:sha1:4304d2704a57c22d5b3f8576b5acebc57a6a7eef</id>
<content type='text'>
Two threads closing the same fd both copied the descriptor and both called
Close(), so a host socket could be closed twice, and the second closesocket
could hit an unrelated socket that had reused the host fd. CloseImpl now
frees the slot under file_descriptors_mutex first and only that thread closes
the socket; the other gets EBADF.

OnProxyPacketReceived decompressed every room packet when any fd had a
socket, including native sockets and proxy sockets on other ports. Sockets
now report through AcceptsProxyPacket whether they want a packet, and only
those are collected, so an unwanted packet is not decompressed.

DecompressDataZSTD passed the frame's declared size straight to the vector
constructor, so a malformed or unsized frame from a room member threw on the
room thread. The new TryDecompressDataZSTD rejects invalid, unsized and
oversized frames, and bsd drops such packets with a warning.
DecompressDataZSTD now returns an empty vector for them instead of throwing.

Assisted-by: Claude Opus 5.5 (investigation and implementation)
</content>
</entry>
<entry>
<title>network: use the socket type for room stream reads and wake all readers</title>
<updated>2026-11-02T23:28:31+00:00</updated>
<author>
<name>cirakg</name>
<email>cirakg@cirakg.xyz</email>
</author>
<published>2026-11-02T23:28:31+00:00</published>
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<id>urn:sha1:3e29ad38277195a2930b6ae89dba6d3e698c17e2</id>
<content type='text'>
socket(AF_INET, SOCK_STREAM, 0) leaves the protocol unspecified, so the
TCP checks in ProxySocket::Recv and ReceivePacket missed such sockets.
recv() then waited for the timeout and returned EAGAIN instead of end of
stream, and partial reads dropped the rest of the packet. Keep the socket
type and use it for these checks. The protocol stays as it is, because it
is sent to other room members.

A MSG_PEEK reader leaves the packet queued, so notify every waiter when a
packet arrives instead of only one.

Assisted-by: Claude Opus 5.5 (investigation and implementation)
</content>
</entry>
<entry>
<title>network: fix room socket races and share the room network check</title>
<updated>2026-11-02T23:17:34+00:00</updated>
<author>
<name>cirakg</name>
<email>cirakg@cirakg.xyz</email>
</author>
<published>2026-11-02T23:17:34+00:00</published>
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<id>urn:sha1:78e0a12180a71adf8dffc2c2f6697a0a0735d5ea</id>
<content type='text'>
bsd:s, bsd:u and bsd:a share one file descriptor table, but each
service bound its own proxy packet callback, so every room packet was
queued three times on each socket. Bind the callback once.

The room thread walked the descriptor table without a lock while bsd
created and closed sockets, so it could reach a destroyed or not yet
created socket. Guard the table with a mutex, and publish a socket only
after it is created and initialized. Check airplane mode before an fd
is taken, so a refused socket no longer leaks its slot.

ProxySocket now initializes protocol, decompresses packets outside the
packet lock without copying the compressed data first, and keeps a read
offset for partial TCP reads instead of erasing from the front.

Add Network::GetRoomIPv4Address(), set only in the Joined and Moderator
states. NIFM uses it for network availability and for every reported
address, including EnumerateNetworkInterfaces and GetCurrentIpAddress,
so no call reports the room address while another rejects the network.

Assisted-by: Claude Opus 5.5 (investigation and implementation)
</content>
</entry>
<entry>
<title>network: fix ProxySocket receive edge cases</title>
<updated>2026-11-02T20:36:20+00:00</updated>
<author>
<name>cirakg</name>
<email>cirakg@cirakg.xyz</email>
</author>
<published>2026-11-02T20:36:20+00:00</published>
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<id>urn:sha1:ba3e708dbdc6f0e3124500b79bc28aa35763580b</id>
<content type='text'>
Routing recv() through RecvFrom made several old RecvFrom problems
reachable from the normal read path:

- A partial TCP read kept zero bytes in front of the unread data.
- A blocking read busy-waited with yield() and reported ETIMEDOUT.
- MSG_PEEK hit the flags == 0 assert.
- A UDP datagram larger than the buffer was dropped with EMSGSIZE.

Wait on a condition variable signalled when a packet arrives, and report
an expired wait as EAGAIN like an SO_RCVTIMEO timeout. Keep the existing
5s cap for sockets without a receive timeout. Allow MSG_PEEK. Truncate
oversized datagrams as BSD recv() does, and keep the unread tail of a
TCP packet for the next read.

Assisted-by: Claude Opus 5.5 (investigation and implementation)
</content>
</entry>
<entry>
<title>[meta] fix license headers (#2547)</title>
<updated>2025-09-21T19:58:59+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2025-09-21T19:58:59+00:00</published>
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<id>urn:sha1:191e4c75a16aa56451f72b371b4e15717c4a7022</id>
<content type='text'>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2547
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>Added the public lobby to android. (#125)</title>
<updated>2025-06-05T18:59:47+00:00</updated>
<author>
<name>Aleksandr Popovich</name>
<email>alekpopo@pm.me</email>
</author>
<published>2025-06-05T18:59:47+00:00</published>
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<id>urn:sha1:76fa5255926da8f6339e7be5bf106646acedf78a</id>
<content type='text'>
This is adapted from kleidis old PR to Azahar. Changes from it:
- Fixed inconsistent button styling in the dialog for connection
- Allowed to hide both empty and full rooms.
- Proper serving of preferred games
- Enables web service for android by default
- Better implementation of multiplayer.cpp that works with oop

Also fixes the room network class and turns it into a static namespace
in network

Signed-off-by: Aleksandr Popovich &lt;alekpopo@pm.me&gt;

Co-authored-by: swurl &lt;swurl@swurl.xyz&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125
Co-authored-by: Aleksandr Popovich &lt;alekpopo@pm.me&gt;
Co-committed-by: Aleksandr Popovich &lt;alekpopo@pm.me&gt;
</content>
</entry>
<entry>
<title>network: Forward declarations</title>
<updated>2023-07-17T19:36:03+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2023-07-17T19:36:03+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Implement SSL service</title>
<updated>2023-06-25T19:53:31+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2023-06-20T01:17:43+00:00</published>
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<id>urn:sha1:6f8d5f068fa381f33121f244132815d2af8911af</id>
<content type='text'>
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 &lt;typename T&gt; static void Append(std::vector&lt;u8&gt;&amp; vec, T t);
    void AppendNulTerminated(std::vector&lt;u8&gt;&amp; 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&lt;u8&gt;`
  rather than `std::vector&lt;u8&gt;&amp;` to avoid needing to copy the data to/from a
  vector when those methods are called from the TLS implementation.
</content>
</entry>
<entry>
<title>general: fixes for gcc 13</title>
<updated>2023-04-02T23:02:04+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2023-04-02T23:02:04+00:00</published>
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<id>urn:sha1:bbc9f0d3e929cbadb1d4f07a73b97abd014ccb91</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Revert "Merge pull request #9718 from yuzu-emu/revert-9508-hle-ipc-buffer-span"</title>
<updated>2023-02-03T05:08:45+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2023-02-03T05:08:45+00:00</published>
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<id>urn:sha1:7cc5da4a9f8c42eed4a3c57bf5efa08d8de8ec6f</id>
<content type='text'>
This reverts commit 153fa289d219c37f8344bccfdf67edc6e579d8c8, reversing
changes made to 20676b3b5a1a613af4e498c7cbfdc456339d85a0.
</content>
</entry>
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