Select the metadata URL based on the platform HTTPS capability so
legacy platforms continue using HTTP while capable platforms avoid
downgradeable transport. Keep cache lookup and invalidation on the
same URL.
Make missing JSON dictionaries null-safe and reject infra DNS data
without the required default object or games array. Fetch the metadata
over HTTPS so a network attacker cannot replace a valid response with a
crash-triggering document in transit.
The two long-standing bug reports had a shared root: the service loop could
end up in a state it never left.
- Exit hang: UPNP_CMD_EXIT was queued alongside port requests and only acted
on when it reached the front. A request that couldn't complete was never
popped, so exit sat behind it forever and join() blocked indefinitely.
Exit is a flag now, checked before anything else.
- CPU spin: wait_for() with a predicate returns immediately when the predicate
already holds, so a stuck queue head meant a tight loop. sceNetInet's bind()
queues UPnP_Add regardless of the setting, so this hit whenever UPnP was off
and a game used sockets. The loop always blocks now, and requests are dropped
while UPnP is off.
- Failed discovery was retried every 5s forever, each time a full 2s SSDP round
plus an error toast. Now backs off 5s -> 300s and reports once.
Other things found while in here:
- Every failed Initialize() leaked a UPNPUrls + IGDdatas, so ~every 5 seconds
for anyone with UPnP on and no router. The manual miniwget/parserootdesc/
GetUPNPUrls block was also redundant - UPNP_GetValidIGD does all of it and
memsets over the result, leaking the URLs and costing an extra HTTP round
trip per attempt.
- UPNP_GetValidIGD's status was never checked, so we could go DONE with no
usable IGD and hand a NULL controlURL to UPNP_GetConnectionTypeInfo.
- miniupnpc's strncpy into the port-mapping-entry buffers doesn't guarantee a
terminator; an 80-char description ran std::string off the end of desc[80].
- Add() marked another app's port "taken" only after our own add succeeded, so
a failed add left their mapping deleted and never restored.
- Clear() walked the router's entire table at exit, one HTTP round trip per
index. It now deletes only what we know we mapped, and the exit cleanup has
a time budget so an unreachable router can't stall shutdown.
- The in-flight request stayed in the queue during the router call, so a
same-port request arriving concurrently could erase it and be dropped
unexecuted.
- The queue is bounded, and last-write-wins per port collapses the churn from
games that rebind in a loop.
- The mapping description is built when the request is queued rather than read
off g_paramSFO from the UPnP thread later.
The thread now only exists while the setting is on - turning it off makes it
remove its mappings and exit, turning it on starts one. That means __UPnPInit()
has to run after the config is actually loaded; g_Config.Init() only builds a
lookup table. QueueRequest() reconciles too, so a per-game config or a libretro
core option enabling UPnP works without a notify at every call site.
The settings checkbox is disabled in-game, since sceNet latches related
settings at boot and a game that already mapped its ports wouldn't cope with
them disappearing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
It's pretty easy to cheat this anyway by using an old PPSSPP, and some
people seem to want this for PSO.
I put it at the bottom of network settings and added "(not recommended)"
to emphasize that it's, well, not recommended.