Properly accept wildcard when binding IPv4 socket.

Also never return null for is_ipv4 to avoid crashes due to engine bug.
(better to get an error and a broken socket then seeing your game crash)
This commit is contained in:
Fabio Alessandrelli 2018-11-18 14:54:40 +01:00
parent 35b421b695
commit 1ef9e9ef6a
2 changed files with 2 additions and 3 deletions

View file

@ -184,7 +184,7 @@ bool IP_Address::is_ipv4() const {
}
const uint8_t *IP_Address::get_ipv4() const {
ERR_FAIL_COND_V(!is_ipv4(), 0);
ERR_FAIL_COND_V(!is_ipv4(), &(field8[12])); // Not the correct IPv4 (it's an IPv6), but we don't want to return a null pointer risking an engine crash.
return &(field8[12]);
}

View file

@ -110,7 +110,7 @@ size_t NetSocketPosix::_set_addr_storage(struct sockaddr_storage *p_addr, const
} else { // IPv4 socket
// IPv4 socket with IPv6 address
ERR_FAIL_COND_V(!p_ip.is_ipv4(), 0);
ERR_FAIL_COND_V(!p_ip.is_wildcard() && !p_ip.is_ipv4(), 0);
struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
addr4->sin_family = AF_INET;
@ -122,7 +122,6 @@ size_t NetSocketPosix::_set_addr_storage(struct sockaddr_storage *p_addr, const
addr4->sin_addr.s_addr = INADDR_ANY;
}
copymem(&addr4->sin_addr.s_addr, p_ip.get_ipv4(), 4);
return sizeof(sockaddr_in);
}
}