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Resolver hang

 
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fraca7



Joined: 03 Oct 2005
Posts: 21
Location: Paris

PostPosted: Sun Mar 04, 2007 9:20 pm    Post subject: Resolver hang Reply with quote

Hello. I've got a problem when resolving a name to an IP address (using the net/resolver sample); it happens to hang quite often when calling sceNetResolverStartNtoA.

Searching the forums turned one thread of discussion but the only answer didn't do the trick for me (upgrade pspsdk; I'm using the latest SVN version).

Any hint ?

TIA
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fraca7



Joined: 03 Oct 2005
Posts: 21
Location: Paris

PostPosted: Sat Mar 10, 2007 8:39 pm    Post subject: Reply with quote

This seems to be fixed if I add sceNetResolverStop() in gethostbyname. Should I commit the fix ? Who's "in charge" of newlib ?
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monsti



Joined: 04 Mar 2007
Posts: 13
Location: Germany

PostPosted: Sun Mar 11, 2007 12:38 am    Post subject: Reply with quote

fraca7 wrote:
This seems to be fixed if I add sceNetResolverStop() in gethostbyname. Should I commit the fix ? Who's "in charge" of newlib ?


Send the patch - I'll add it to 1.1.15.
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monsti



Joined: 04 Mar 2007
Posts: 13
Location: Germany

PostPosted: Sun Mar 11, 2007 3:28 am    Post subject: Reply with quote

Ok this is patched in the newlib.1.15.0.patch in the toolchainn SVN.
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raf



Joined: 13 Oct 2005
Posts: 57

PostPosted: Tue Mar 13, 2007 12:11 am    Post subject: Reply with quote

monsti wrote:
Ok this is patched in the newlib.1.15.0.patch in the toolchainn SVN.


I see in the patch file that gethostbyaddr is now calling sceNetResolverStop(). But gethostbyname is still not doing it.. Was that on purpose?
Also, I believe you should commit the changes to the newlib-psp directory, not only to the patch file. As now they are out-of-sync...

Raf.
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Tue Mar 13, 2007 7:45 am    Post subject: Reply with quote

raf wrote:
Also, I believe you should commit the changes to the newlib-psp directory, not only to the patch file. As now they are out-of-sync...
Agreed, except the newlib-psp directory is still against newlib 1.13 isn't it? Monsti, you really need to make a proper branch if you want to be developing a new set of newlib patches in parallel, or at least tag off what we already have and replace the newlib 1.13 stuff entirely if you're sure that there are no regressions.
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monsti



Joined: 04 Mar 2007
Posts: 13
Location: Germany

PostPosted: Tue Mar 13, 2007 8:09 am    Post subject: Reply with quote

jimparis wrote:
Monsti, you really need to make a proper branch if you want to be developing a new set of newlib patches in parallel, or at least tag off what we already have and replace the newlib 1.13 stuff entirely if you're sure that there are no regressions.


I didn't use the newlib directory. I just ported the 1.13 patch to 1.15 and added changes to that. I don't know who is responsible for the /newlib dir. But adding a simple .patch file won't hurt anybody.

There are also some experimental stuff inside 1.15 like nanosleep.

I also consider adding a AF_UNIX emulation patch. I see this as experimental playground as 1.15 isn't well tested anyway - It just compiles :)

Any better idea or suggestions?
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raf



Joined: 13 Oct 2005
Posts: 57

PostPosted: Tue Mar 13, 2007 11:53 pm    Post subject: Reply with quote

monsti wrote:

I don't know who is responsible for the /newlib dir. But adding a simple .patch file won't hurt anybody.


One way of telling would be to do something like this "svn log newlib-psp | less"
In this case, I guess that would be either mrbrown or jim... I think jim's suggestion is the best approach. That is, either create a separate newlib 1.15 directory along with the current one, or create a separate branch in subversion.

Raf.
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Wed Mar 14, 2007 6:53 am    Post subject: Reply with quote

Also check psptoolchain/devel/README.TXT if you haven't seen it yet. It describes the reasoning behind having the separate drop-in trees, and describes how to use the scripts that mrbrown provided to manage them. The big benefit of this over just modifying the patches directly is that it's a lot easier to make and test changes, especially when they're being worked on by multiple people.
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