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authorMaciej enczykowski <maze@google.com>2019-09-20 16:40:08 -0700
committerMaciej Zenczykowski <maze@google.com>2019-10-31 04:24:14 +0000
commita41db605d0057e52be4cb8008941c42385bfc59b (patch)
tree229c9ffe79d38d057b4cf220c5fe5b014a4e5f88 /server/TetherControllerTest.cpp
parent6c39e04277b68179e136bcfb26e377dfa9a4d1a8 (diff)
netd ebpf: always match and thus allow incoming udp to unconnected sockets
This also allows other edge case packets where we cannot figure out the socket which will receive the packet. This may be because: - the target socket is an unconnected udp socket not found by early demux - such a socket doesn't exist: we'll likely send an icmp error or tcp reset, this should be rare and thus shouldn't affect bandwidth nor power (and since we just received the packet the relevant radio should already be awake anyway) - the socket is in some other weird partial state, ie. possibly tcp syncookies, or tcp reqsk, or tcp timewait sockets... etc... While we're at it also change: return masked_value; to return masked_value ? BPF_MATCH : BPF_NOMATCH; in two spots. Test: build + cuttlefish atests, manual testing with previously problematic game Bug: 140972725 Signed-off-by: Maciej Żenczykowski <maze@google.com> Change-Id: I17c02d5bf06189e226db9c0edc8da0e013d1eb05 Merged-In: I17c02d5bf06189e226db9c0edc8da0e013d1eb05
Diffstat (limited to 'server/TetherControllerTest.cpp')
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