SDLNet_TCP_Open_IPV6

please add SDLNet_TCP_Open_IPV6 function for iOS,so we can pass through iOS app store check

TCPsocket SDLNet_TCP_Open_IPV6(const char* ip, Uint16 port)
{
#ifdef WIN32
	SDLNet_SetError("windows not support ipv6");
	return 0;
#else
	TCPsocket sock = 0;

	// 解析ip port
	int ret = 0;								// getaddrinfo返回结果
	struct addrinfo hints;
	struct addrinfo* result = 0;			// hints 设置参数 result 解析后的地址 最后用freeaddrinfo释放

	char text[32] = {0};

    if (ip == 0) return 0;

	SDL_memset(&hints, 0, sizeof(hints));	// 将内存置0
	//hints.ai_flags = AI_PASSIVE;			// 用于server绑定bind
	hints.ai_family = AF_UNSPEC;			// IPV6 和 IPV4相关
	hints.ai_socktype = SOCK_STREAM;		// UDP TCP相关
	hints.ai_protocol = IPPROTO_IP;			// 协议相关

#ifdef _WIN32
    sprintf_s(text, 32, "%d", port);
#else
    sprintf(text, "%d", port);
#endif
	ret = getaddrinfo(ip, text, &hints, &result);
	if (ret !=0 )  
	{
		SDLNet_SetError(gai_strerror(ret));
		goto error_return;
	}

    /* Allocate a TCP socket structure */
    sock = (TCPsocket)SDL_malloc(sizeof(*sock));
    if ( sock == NULL ) {
        SDLNet_SetError("Out of memory");
        goto error_return;
    }

    /* Open the socket */
	sock->channel = socket(result->ai_family, SOCK_STREAM, 0);
    if ( sock->channel == INVALID_SOCKET ) {
        SDLNet_SetError("Couldn't create socket");
        goto error_return;
    }

    /* Connect to remote, or bind locally, as appropriate */
    if ( strlen(ip) > 0 ) {
        /* Connect to the remote host */
        if (connect(sock->channel, result->ai_addr,
                result->ai_addrlen) == SOCKET_ERROR ) {
            SDLNet_SetError("Couldn't connect to remote host");
            goto error_return;
        }
        sock->sflag = 0;
    } else {
/*
 * Windows gets bad mojo with SO_REUSEADDR:
 * http://www.devolution.com/pipermail/sdl/2005-September/070491.html
 *   --ryan.
 */
#ifndef WIN32
        /* allow local address reuse */
        { int yes = 1;
            setsockopt(sock->channel, SOL_SOCKET, SO_REUSEADDR, (char*)&yes, sizeof(yes));
        }
#endif

        /* Bind the socket for listening */
        if ( bind(sock->channel, result->ai_addr,
                result->ai_addrlen) == SOCKET_ERROR ) {
            SDLNet_SetError("Couldn't bind to local port");
            goto error_return;
        }
        if ( listen(sock->channel, 5) == SOCKET_ERROR ) {
            SDLNet_SetError("Couldn't listen to local port");
            goto error_return;
        }

        /* Set the socket to non-blocking mode for accept() */
#if defined(__BEOS__) && defined(SO_NONBLOCK)
        /* On BeOS r5 there is O_NONBLOCK but it's for files only */
        {
            long b = 1;
            setsockopt(sock->channel, SOL_SOCKET, SO_NONBLOCK, &b, sizeof(b));
        }
#elif defined(O_NONBLOCK)
        {
            fcntl(sock->channel, F_SETFL, O_NONBLOCK);
        }
#elif defined(WIN32)
        {
            unsigned long mode = 1;
            ioctlsocket (sock->channel, FIONBIO, &mode);
        }
#elif defined(__OS2__)
        {
            int dontblock = 1;
            ioctl(sock->channel, FIONBIO, &dontblock);
        }
#else
#warning How do we set non-blocking mode on other operating systems?
#endif
        sock->sflag = 1;
    }
    sock->ready = 0;

#ifdef TCP_NODELAY
    /* Set the nodelay TCP option for real-time games */
    { int yes = 1;
    setsockopt(sock->channel, IPPROTO_TCP, TCP_NODELAY, (char*)&yes, sizeof(yes));
    }
#else
#warning Building without TCP_NODELAY
#endif /* TCP_NODELAY */

    /* Fill in the channel host address */
    //sock->remoteAddress.host = host;
    //sock->remoteAddress.port = port;

    /* The socket is ready */
    if (result) freeaddrinfo(result);
    return(sock);

error_return:
    if (result) freeaddrinfo(result);
    SDLNet_TCP_Close(sock);
    return NULL;
#endif
}