mirror of https://github.com/OpenTTD/OpenTTD
(svn r15163) -Change/Fix: use a non-blocking method to resolve the hostname and connect to game servers.
parent
c9436c8d88
commit
28a641066e
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@ -768,6 +768,8 @@ misc/str.hpp
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misc/strapi.hpp
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# Network Core
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network/core/address.cpp
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network/core/address.h
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network/core/config.h
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network/core/core.cpp
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network/core/core.h
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@ -779,6 +781,7 @@ network/core/packet.cpp
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network/core/packet.h
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network/core/tcp.cpp
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network/core/tcp.h
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network/core/tcp_connect.cpp
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network/core/tcp_content.cpp
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network/core/tcp_content.h
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network/core/tcp_game.cpp
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@ -0,0 +1,30 @@
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/* $Id$ */
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/** @file core/address.cpp Implementation of the address. */
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#include "../../stdafx.h"
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#ifdef ENABLE_NETWORK
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#include "address.h"
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#include "host.h"
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const char *NetworkAddress::GetHostname() const
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{
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if (this->hostname != NULL) return this->hostname;
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in_addr addr;
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addr.s_addr = this->ip;
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return inet_ntoa(addr);
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}
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uint32 NetworkAddress::GetIP()
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{
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if (!this->resolved) {
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this->ip = NetworkResolveHost(this->hostname);
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this->resolved = true;
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}
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return this->ip;
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}
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#endif /* ENABLE_NETWORK */
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@ -0,0 +1,103 @@
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/* $Id$ */
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/** @file core/address.h Wrapper for network addresses. */
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#ifndef NETWORK_ADDRESS_H
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#define NETWORK_ADDRESS_H
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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/**
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* Wrapper for (un)resolved network addresses; there's no reason to transform
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* a numeric IP to a string and then back again to pass it to functions. It
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* furthermore allows easier delaying of the hostname lookup.
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*/
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class NetworkAddress {
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private:
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bool resolved; ///< Has the IP address been resolved
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char *hostname; ///< The hostname, NULL if there isn't one
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uint32 ip; ///< The resolved IP address
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uint16 port; ///< The port associated with the address
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public:
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/**
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* Create a network address based on a resolved IP and port
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* @param ip the resolved ip
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* @param port the port
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*/
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NetworkAddress(in_addr_t ip, uint16 port) :
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resolved(true),
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hostname(NULL),
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ip(ip),
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port(port)
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{
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}
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/**
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* Create a network address based on a unresolved host and port
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* @param ip the unresolved hostname
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* @param port the port
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*/
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NetworkAddress(const char *hostname, uint16 port) :
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resolved(false),
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hostname(strdup(hostname)),
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ip(0),
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port(port)
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{
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}
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/**
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* Make a clone of another address
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* @param address the address to clone
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*/
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NetworkAddress(const NetworkAddress &address) :
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resolved(address.resolved),
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hostname(address.hostname == NULL ? NULL : strdup(address.hostname)),
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ip(address.ip),
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port(address.port)
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{
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}
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/** Clean up our mess */
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~NetworkAddress()
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{
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free(hostname);
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}
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/**
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* Get the hostname; in case it wasn't given the
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* IPv4 dotted representation is given.
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* @return the hostname
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*/
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const char *GetHostname() const;
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/**
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* Get the IP address. If the IP has not been resolved yet this will resolve
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* it possibly blocking this function for a while
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* @return the IP address
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*/
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uint32 GetIP();
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/**
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* Get the port
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* @return the port
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*/
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uint16 GetPort() const
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{
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return this->port;
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}
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/**
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* Check whether the IP address has been resolved already
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* @return true iff the port has been resolved
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*/
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bool IsResolved() const
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{
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return this->resolved;
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}
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_ADDRESS_H */
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@ -201,5 +201,4 @@ bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
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return this->packet_queue == NULL;
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}
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#endif /* ENABLE_NETWORK */
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@ -10,6 +10,7 @@
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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#include "address.h"
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#include "core.h"
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#include "packet.h"
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@ -31,6 +32,62 @@ public:
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~NetworkTCPSocketHandler();
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};
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/**
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* "Helper" class for creating TCP connections in a non-blocking manner
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*/
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class TCPConnecter {
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private:
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class ThreadObject *thread; ///< Thread used to create the TCP connection
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bool connected; ///< Whether we succeeded in making the connection
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bool aborted; ///< Whether we bailed out (i.e. connection making failed)
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bool killed; ///< Whether we got killed
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SOCKET sock; ///< The socket we're connecting with
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/** The actual connection function */
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void Connect();
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/**
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* Entry point for the new threads.
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* @param param the TCPConnecter instance to call Connect on.
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*/
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static void ThreadEntry(void *param);
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protected:
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/** Address we're connecting to */
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NetworkAddress address;
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public:
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/**
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* Create a new connecter for the given address
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* @param address the (un)resolved address to connect to
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*/
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TCPConnecter(const NetworkAddress &address);
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/** Silence the warnings */
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virtual ~TCPConnecter() {}
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/**
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* Callback when the connection succeeded.
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* @param s the socket that we opened
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*/
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virtual void OnConnect(SOCKET s) {}
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/**
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* Callback for when the connection attempt failed.
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*/
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virtual void OnFailure() {}
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/**
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* Check whether we need to call the callback, i.e. whether we
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* have connected or aborted and call the appropriate callback
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* for that. It's done this way to ease on the locking that
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* would otherwise be needed everywhere.
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*/
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static void CheckCallbacks();
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/** Kill all connection attempts. */
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static void KillAll();
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_TCP_H */
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@ -0,0 +1,99 @@
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/* $Id$ */
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/**
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* @file tcp_connect.cpp Basic functions to create connections without blocking.
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*/
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#ifdef ENABLE_NETWORK
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#include "../../stdafx.h"
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#include "../../debug.h"
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#include "../../core/smallvec_type.hpp"
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#include "../../thread.h"
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#include "tcp.h"
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/** List of connections that are currently being created */
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static SmallVector<TCPConnecter *, 1> _tcp_connecters;
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TCPConnecter::TCPConnecter(const NetworkAddress &address) :
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connected(false),
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aborted(false),
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killed(false),
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sock(INVALID_SOCKET),
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address(address)
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{
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*_tcp_connecters.Append() = this;
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if (!ThreadObject::New(TCPConnecter::ThreadEntry, this, &this->thread)) {
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this->Connect();
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}
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}
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void TCPConnecter::Connect()
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{
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DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort());
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this->sock = socket(AF_INET, SOCK_STREAM, 0);
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if (this->sock == INVALID_SOCKET) {
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this->aborted = true;
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return;
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}
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if (!SetNoDelay(this->sock)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
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struct sockaddr_in sin;
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sin.sin_family = AF_INET;
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sin.sin_addr.s_addr = address.GetIP();
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sin.sin_port = htons(address.GetPort());
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/* We failed to connect for which reason what so ever */
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if (connect(this->sock, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
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closesocket(this->sock);
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this->sock = INVALID_SOCKET;
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this->aborted = true;
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return;
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}
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if (!SetNonBlocking(this->sock)) DEBUG(net, 0, "Setting non-blocking mode failed");
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this->connected = true;
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}
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/* static */ void TCPConnecter::ThreadEntry(void *param)
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{
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static_cast<TCPConnecter*>(param)->Connect();
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}
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/* static */ void TCPConnecter::CheckCallbacks()
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{
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for (TCPConnecter **iter = _tcp_connecters.Begin(); iter < _tcp_connecters.End(); /* nothing */) {
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TCPConnecter *cur = *iter;
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if ((cur->connected || cur->aborted) && cur->killed) {
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_tcp_connecters.Erase(iter);
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if (cur->sock != INVALID_SOCKET) closesocket(cur->sock);
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delete cur;
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continue;
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}
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if (cur->connected) {
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_tcp_connecters.Erase(iter);
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cur->OnConnect(cur->sock);
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delete cur;
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continue;
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}
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if (cur->aborted) {
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_tcp_connecters.Erase(iter);
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cur->OnFailure();
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delete cur;
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continue;
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}
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iter++;
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}
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}
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/* static */ void TCPConnecter::KillAll()
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{
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for (TCPConnecter **iter = _tcp_connecters.Begin(); iter != _tcp_connecters.End(); iter++) (*iter)->killed = true;
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}
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#endif /* ENABLE_NETWORK */
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@ -72,7 +72,6 @@ uint32 _network_server_bind_ip;
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uint32 _sync_seed_1, _sync_seed_2;
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uint32 _sync_frame;
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bool _network_first_time;
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uint32 _network_last_host_ip;
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bool _network_udp_server;
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uint16 _network_udp_broadcast;
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uint8 _network_advertise_retries;
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@ -240,12 +239,6 @@ static void NetworkError(StringID error_string)
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_switch_mode_errorstr = error_string;
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}
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static void ClientStartError(const char *error)
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{
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DEBUG(net, 0, "[client] could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_CLIENT_START);
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}
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static void ServerStartError(const char *error)
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{
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DEBUG(net, 0, "[server] could not start network: %s",error);
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@ -450,41 +443,6 @@ void NetworkCloseClient(NetworkClientSocket *cs)
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CheckMinActiveClients();
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}
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// A client wants to connect to a server
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static bool NetworkConnect(NetworkAddress address)
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{
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SOCKET s;
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struct sockaddr_in sin;
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DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort());
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s = socket(AF_INET, SOCK_STREAM, 0);
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if (s == INVALID_SOCKET) {
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ClientStartError("socket() failed");
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return false;
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}
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if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
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sin.sin_family = AF_INET;
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sin.sin_addr.s_addr = address.GetIP();
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sin.sin_port = htons(address.GetPort());
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_network_last_host_ip = sin.sin_addr.s_addr;
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/* We failed to connect for which reason what so ever */
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if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
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if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
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// in client mode, only the first client field is used. it's pointing to the server.
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NetworkAllocClient(s);
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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return true;
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}
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// For the server, to accept new clients
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static void NetworkAcceptClients()
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{
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@ -637,6 +595,8 @@ static void NetworkClose()
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}
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NetworkUDPCloseAll();
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TCPConnecter::KillAll();
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_networking = false;
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_network_server = false;
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@ -661,6 +621,24 @@ static void NetworkInitialize()
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_network_reconnect = 0;
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}
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/** Non blocking connection create to query servers */
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class TCPQueryConnecter : TCPConnecter {
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public:
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TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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virtual void OnFailure()
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{
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NetworkDisconnect();
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}
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virtual void OnConnect(SOCKET s)
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{
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_networking = true;
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NetworkAllocClient(s);
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SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
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}
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};
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// Query a server to fetch his game-info
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// If game_info is true, only the gameinfo is fetched,
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// else only the client_info is fetched
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@ -671,15 +649,7 @@ void NetworkTCPQueryServer(NetworkAddress address)
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NetworkDisconnect();
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NetworkInitialize();
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// Try to connect
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_networking = NetworkConnect(address);
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// We are connected
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if (_networking) {
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SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
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} else { // No networking, close everything down again
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NetworkDisconnect();
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}
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new TCPQueryConnecter(address);
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}
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/* Validates an address entered as a string and adds the server to
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@ -726,6 +696,26 @@ void NetworkRebuildHostList()
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}
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}
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/** Non blocking connection create to actually connect to servers */
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class TCPClientConnecter : TCPConnecter {
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public:
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TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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virtual void OnFailure()
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{
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NetworkError(STR_NETWORK_ERR_NOCONNECTION);
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}
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virtual void OnConnect(SOCKET s)
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{
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_networking = true;
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NetworkAllocClient(s);
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IConsoleCmdExec("exec scripts/on_client.scr 0");
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NetworkClient_Connected();
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}
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};
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// Used by clients, to connect to a server
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void NetworkClientConnectGame(NetworkAddress address)
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{
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@ -739,17 +729,10 @@ void NetworkClientConnectGame(NetworkAddress address)
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NetworkDisconnect();
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NetworkInitialize();
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// Try to connect
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_networking = NetworkConnect(address);
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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// We are connected
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if (_networking) {
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IConsoleCmdExec("exec scripts/on_client.scr 0");
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NetworkClient_Connected();
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} else {
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// Connecting failed
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NetworkError(STR_NETWORK_ERR_NOCONNECTION);
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}
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new TCPClientConnecter(address);
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}
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static void NetworkInitGameInfo()
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@ -964,6 +947,7 @@ static bool NetworkDoClientLoop()
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void NetworkUDPGameLoop()
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{
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NetworkContentLoop();
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TCPConnecter::CheckCallbacks();
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if (_network_udp_server) {
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_udp_server_socket->ReceivePackets();
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@ -1154,24 +1138,6 @@ bool IsNetworkCompatibleVersion(const char *other)
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return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
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}
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const char *NetworkAddress::GetHostname() const
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{
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if (this->hostname != NULL) return this->hostname;
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in_addr addr;
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addr.s_addr = this->ip;
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return inet_ntoa(addr);
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}
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uint32 NetworkAddress::GetIP()
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{
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if (!this->resolved) {
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this->ip = NetworkResolveHost(this->hostname);
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this->resolved = true;
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}
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return this->ip;
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}
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#endif /* ENABLE_NETWORK */
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/* NOTE: this variable needs to be always available */
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|
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@ -7,6 +7,7 @@
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#ifdef ENABLE_NETWORK
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#include "core/address.h"
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#include "network_type.h"
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#include "../console_type.h"
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@ -114,7 +114,6 @@ extern uint8 _network_join_waiting;
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extern uint32 _network_join_bytes;
|
||||
extern uint32 _network_join_bytes_total;
|
||||
|
||||
extern uint32 _network_last_host_ip;
|
||||
extern uint8 _network_reconnect;
|
||||
|
||||
extern bool _network_udp_server;
|
||||
|
|
|
@ -11,7 +11,6 @@
|
|||
#include "../economy_type.h"
|
||||
#include "core/config.h"
|
||||
#include "core/game.h"
|
||||
#include "core/os_abstraction.h"
|
||||
|
||||
enum {
|
||||
/** How many clients can we have */
|
||||
|
@ -115,95 +114,5 @@ enum NetworkErrorCode {
|
|||
NETWORK_ERROR_FULL,
|
||||
};
|
||||
|
||||
/**
|
||||
* Wrapper for (un)resolved network addresses; there's no reason to transform
|
||||
* a numeric IP to a string and then back again to pass it to functions. It
|
||||
* furthermore allows easier delaying of the hostname lookup.
|
||||
*/
|
||||
class NetworkAddress {
|
||||
private:
|
||||
bool resolved; ///< Has the IP address been resolved
|
||||
char *hostname; ///< The hostname, NULL if there isn't one
|
||||
uint32 ip; ///< The resolved IP address
|
||||
uint16 port; ///< The port associated with the address
|
||||
|
||||
public:
|
||||
/**
|
||||
* Create a network address based on a resolved IP and port
|
||||
* @param ip the resolved ip
|
||||
* @param port the port
|
||||
*/
|
||||
NetworkAddress(in_addr_t ip, uint16 port) :
|
||||
resolved(true),
|
||||
hostname(NULL),
|
||||
ip(ip),
|
||||
port(port)
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a network address based on a unresolved host and port
|
||||
* @param ip the unresolved hostname
|
||||
* @param port the port
|
||||
*/
|
||||
NetworkAddress(const char *hostname, uint16 port) :
|
||||
resolved(false),
|
||||
hostname(strdup(hostname)),
|
||||
ip(0),
|
||||
port(port)
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* Make a clone of another address
|
||||
* @param address the address to clone
|
||||
*/
|
||||
NetworkAddress(const NetworkAddress &address) :
|
||||
resolved(address.resolved),
|
||||
hostname(address.hostname == NULL ? NULL : strdup(address.hostname)),
|
||||
ip(address.ip),
|
||||
port(address.port)
|
||||
{
|
||||
}
|
||||
|
||||
/** Clean up our mess */
|
||||
~NetworkAddress()
|
||||
{
|
||||
free(hostname);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the hostname; in case it wasn't given the
|
||||
* IPv4 dotted representation is given.
|
||||
* @return the hostname
|
||||
*/
|
||||
const char *GetHostname() const;
|
||||
|
||||
/**
|
||||
* Get the IP address. If the IP has not been resolved yet this will resolve
|
||||
* it possibly blocking this function for a while
|
||||
* @return the IP address
|
||||
*/
|
||||
uint32 GetIP();
|
||||
|
||||
/**
|
||||
* Get the port
|
||||
* @return the port
|
||||
*/
|
||||
uint16 GetPort() const
|
||||
{
|
||||
return this->port;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether the IP address has been resolved already
|
||||
* @return true iff the port has been resolved
|
||||
*/
|
||||
bool IsResolved() const
|
||||
{
|
||||
return this->resolved;
|
||||
}
|
||||
};
|
||||
|
||||
#endif /* ENABLE_NETWORK */
|
||||
#endif /* NETWORK_TYPE_H */
|
||||
|
|
|
@ -14,8 +14,8 @@
|
|||
#include "../date_func.h"
|
||||
#include "../map_func.h"
|
||||
#include "network_gamelist.h"
|
||||
#include "network_udp.h"
|
||||
#include "network_internal.h"
|
||||
#include "network_udp.h"
|
||||
#include "core/host.h"
|
||||
#include "../variables.h"
|
||||
#include "../newgrf_config.h"
|
||||
|
|
Loading…
Reference in New Issue