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)
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@ -184,7 +184,7 @@ bool IP_Address::is_ipv4() const {
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}
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const uint8_t *IP_Address::get_ipv4() const {
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ERR_FAIL_COND_V(!is_ipv4(), 0);
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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.
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return &(field8[12]);
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}
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@ -110,7 +110,7 @@ size_t NetSocketPosix::_set_addr_storage(struct sockaddr_storage *p_addr, const
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} else { // IPv4 socket
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// IPv4 socket with IPv6 address
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ERR_FAIL_COND_V(!p_ip.is_ipv4(), 0);
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ERR_FAIL_COND_V(!p_ip.is_wildcard() && !p_ip.is_ipv4(), 0);
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struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
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addr4->sin_family = AF_INET;
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@ -122,7 +122,6 @@ size_t NetSocketPosix::_set_addr_storage(struct sockaddr_storage *p_addr, const
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addr4->sin_addr.s_addr = INADDR_ANY;
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}
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copymem(&addr4->sin_addr.s_addr, p_ip.get_ipv4(), 4);
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return sizeof(sockaddr_in);
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}
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}
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