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DNS autoconf: Fix games that do their own DNS queries by querying sceUtility for the DNS IP #19869

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merged 4 commits into from
Jan 13, 2025

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hrydgard
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@hrydgard hrydgard commented Jan 13, 2025

Followup to #19865

Now Wipeout Pulse is correctly autoconfigured and "just works".

@@ -588,6 +588,8 @@ static int sceHttpCreateConnection(int templateID, const char *hostString, const
if (httpObjects[templateID - 1LL]->className() != name_HTTPTemplate)
return hleLogError(Log::sceNet, SCE_HTTP_ERROR_INVALID_ID, "invalid id");

// TODO: Look up hostString in DNS here.
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@anr2me anr2me Jan 13, 2025

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As i remembered the hostString contains a full path used in request header, thus resolving here instead of the resolver at HTTPClient.cpp might not works properly on shared webhosting that use subdomain, since each subdomains might be pointed to the same IP and the server might be routing it to the correct server based on the subdomain string in the request header.

Reference: https://www.resellerspanel.com/articles/domain-names-articles/domains-subdomains/why-all-of-my-sites-use-the-same-ip/

Because the IP is shared by all the hosts (domains and subdomains), the visitors will not be able to reach a specific website by simply typing the IP address of the server in their browser's address bar. Instead, the visitors should type the domain name of your website. When the web browser requests an address from a web server from our network, it includes the requested hostname (domain or subdomain) as a part of the request. The server then uses this information to determine which website is being requested.

Then again i could be wrong :)

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Hm, good point...

@hrydgard hrydgard merged commit a11b128 into master Jan 13, 2025
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@hrydgard hrydgard deleted the autoconf-fix branch January 13, 2025 11:58
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2 participants