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authoruser <user@clank>2026-07-17 13:06:38 +0200
committeruser <user@clank>2026-07-17 13:06:38 +0200
commitc0e74377af490b93aa452a19652c61cead9c39ff (patch)
tree2e27a587637654814d11e1da658a24909ce77a04 /src/sched.asm
parentnet: UDP sockets in the kernel + a DNS resolver (real hostname lookups) (diff)
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net: TCP sockets in the kernel - a Game Boy fetches HTTP over real TCP
Kernel TCP client on the socket layer: net_connect(SOCK_TCP) runs the 3-way handshake in-kernel, send()/recv() drive the byte stream, close() does the FIN. - Socket gains state + 32-bit snd_nxt/rcv_nxt (big-endian, add-with-carry-fold). - tcp_send_seg builds IP+TCP with a pseudo-header checksum; the SYN carries an MSS option (200) so the peer never sends a segment larger than our 256-byte frame buffer (we don't do IP reassembly). - tcp_in state machine: SYN_SENT->ESTABLISHED on SYN-ACK, buffers in-order data and ACKs it, handles FIN -> recv() returns 0 (EOF). - No retransmission: the GB<->host link is lossless and the host's real TCP owns the internet side - which removes TCP's hardest part. - net_pump now processes one frame per call so recv drains each segment before the next arrives (single rx slot, no overwrite). wget.c is now a thin socket client: connect -> send "GET / HTTP/1.0" -> recv to EOF -> print. Verified end to end against a host HTTP server: /# wget 10.0.0.1 HTTP/1.0 200 OK Hello from a real HTTP server, fetched by a Game Boy! with a clean SYN/SYN-ACK/ACK ... PSH ... FIN/ACK trace on the wire.
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