diff --git a/pcsx2/DEV9/sockets.cpp b/pcsx2/DEV9/sockets.cpp index 6061c845a140a..21aeb4a7978e0 100644 --- a/pcsx2/DEV9/sockets.cpp +++ b/pcsx2/DEV9/sockets.cpp @@ -464,55 +464,45 @@ bool SocketAdapter::SendUDP(ConnectionKey Key, IP_Packet* ipPkt) return false; else { - UDP_Session* s = nullptr; - - if (abs(udp.sourcePort - udp.destinationPort) <= 10 || //Used for games that assume the destination/source port - ipPkt->destinationIP == dhcpServer.broadcastIP || //Broadcast packets - ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}} || //Limited Broadcast packets - (ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0) //Multicast address start with 0b1110 + // Always bind the UDP source port + // PS2 software can run into issues if the source port is not preserved + UDP_FixedPort* fPort = nullptr; + BaseSession* fSession; + if (fixedUDPPorts.TryGetValue(udp.sourcePort, &fSession)) { - UDP_FixedPort* fPort = nullptr; - BaseSession* fSession; - if (fixedUDPPorts.TryGetValue(udp.sourcePort, &fSession)) - { - //DevCon.WriteLn("DEV9: Socket: Using Existing UDPFixedPort"); - fPort = static_cast(fSession); - } - else - { - ConnectionKey fKey{}; - fKey.protocol = (u8)IP_Type::UDP; - fKey.ps2Port = udp.sourcePort; - fKey.srvPort = 0; + fPort = static_cast(fSession); + } + else + { + ConnectionKey fKey{}; + fKey.protocol = static_cast(IP_Type::UDP); + fKey.ps2Port = udp.sourcePort; + fKey.srvPort = 0; - Console.WriteLn("DEV9: Socket: Creating New UDPFixedPort with port %d", udp.sourcePort); + Console.WriteLn("DEV9: Socket: Binding UDP fixed port %d", udp.sourcePort); - fPort = new UDP_FixedPort(fKey, adapterIP, udp.sourcePort); - fPort->AddConnectionClosedHandler([&](BaseSession* session) { HandleFixedPortClosed(session); }); + fPort = new UDP_FixedPort(fKey, adapterIP, udp.sourcePort); + fPort->AddConnectionClosedHandler([&](BaseSession* session) { HandleFixedPortClosed(session); }); - fPort->destIP = {}; - fPort->sourceIP = dhcpServer.ps2IP; + fPort->destIP = {}; + fPort->sourceIP = dhcpServer.ps2IP; - connections.Add(fKey, fPort); - fixedUDPPorts.Add(udp.sourcePort, fPort); + connections.Add(fKey, fPort); + fixedUDPPorts.Add(udp.sourcePort, fPort); - fPort->Init(); - } + fPort->Init(); + } - Console.WriteLn("DEV9: Socket: Creating New UDP Connection from FixedPort %d to %d", udp.sourcePort, udp.destinationPort); - s = fPort->NewClientSession(Key, - ipPkt->destinationIP == dhcpServer.broadcastIP || ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}}, - (ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0); + Console.WriteLn("DEV9: Socket: Creating New UDP Connection from fixed port %d to %d", udp.sourcePort, udp.destinationPort); + UDP_Session* s = fPort->NewClientSession(Key, + ipPkt->destinationIP == dhcpServer.broadcastIP || ipPkt->destinationIP == IP_Address{{{255, 255, 255, 255}}}, + (ipPkt->destinationIP.bytes[0] & 0xF0) == 0xE0); - if (s == nullptr) - { - Console.Error("DEV9: Socket: Failed to Create New UDP Connection from FixedPort"); - return false; - } - } - else + // If we are unable to bind to the port, fall back to a dynamic port + if (s == nullptr) { - Console.WriteLn("DEV9: Socket: Creating New UDP Connection to %d", udp.destinationPort); + Console.Error("DEV9: Socket: Failed to Create New UDP Connection from fixed port"); + Console.WriteLn("DEV9: Socket: Retrying with dynamic port to %d", udp.destinationPort); s = new UDP_Session(Key, adapterIP); } @@ -577,7 +567,7 @@ void SocketAdapter::HandleFixedPortClosed(BaseSession* sender) else deleteQueueRecvThread.push_back(sender); - Console.WriteLn("DEV9: Socket: Closed Dead UDP Fixed Port to %d", key.ps2Port); + Console.WriteLn("DEV9: Socket: Unbound fixed port %d", key.ps2Port); } void SocketAdapter::close()