forked from mirror/OpenTTD
Normally TCPConnecter will do a DNS resolving of the connection_string and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different: the Game Coordinator does the "resolving". This means we need to allow TCPConnecter to not setup a connection and allow it to be told when a connection has been setup by an external (to TCPConnecter) part of the code. We do this by telling the (active) socket for the connection. This means the rest of the code doesn't need to know the TCPConnecter is not doing a simple resolve+connect. The rest of the code only cares the connection is established; not how it was established.
152 lines
5.1 KiB
C++
152 lines
5.1 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file tcp.h Basic functions to receive and send TCP packets.
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*/
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#ifndef NETWORK_CORE_TCP_H
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#define NETWORK_CORE_TCP_H
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#include "address.h"
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#include "packet.h"
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#include <atomic>
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#include <chrono>
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#include <map>
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#include <thread>
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/** The states of sending the packets. */
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enum SendPacketsState {
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SPS_CLOSED, ///< The connection got closed.
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SPS_NONE_SENT, ///< The buffer is still full, so no (parts of) packets could be sent.
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SPS_PARTLY_SENT, ///< The packets are partly sent; there are more packets to be sent in the queue.
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SPS_ALL_SENT, ///< All packets in the queue are sent.
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};
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/** Base socket handler for all TCP sockets */
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class NetworkTCPSocketHandler : public NetworkSocketHandler {
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private:
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_recv; ///< Partially received packet
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void EmptyPacketQueue();
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public:
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SOCKET sock; ///< The socket currently connected to
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bool writable; ///< Can we write to this socket?
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/**
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* Whether this socket is currently bound to a socket.
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* @return true when the socket is bound, false otherwise
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*/
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bool IsConnected() const { return this->sock != INVALID_SOCKET; }
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virtual NetworkRecvStatus CloseConnection(bool error = true);
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void CloseSocket();
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virtual void SendPacket(Packet *packet);
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SendPacketsState SendPackets(bool closing_down = false);
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virtual Packet *ReceivePacket();
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bool CanSendReceive();
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/**
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* Whether there is something pending in the send queue.
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* @return true when something is pending in the send queue.
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*/
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bool HasSendQueue() { return this->packet_queue != nullptr; }
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NetworkTCPSocketHandler(SOCKET s = INVALID_SOCKET);
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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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/**
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* The current status of the connecter.
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*
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* We track the status like this to ensure everything is executed from the
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* game-thread, and not at another random time where we might not have the
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* lock on the game-state.
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*/
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enum class Status {
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INIT, ///< TCPConnecter is created but resolving hasn't started.
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RESOLVING, ///< The hostname is being resolved (threaded).
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FAILURE, ///< Resolving failed.
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CONNECTING, ///< We are currently connecting.
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CONNECTED, ///< The connection is established.
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};
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std::thread resolve_thread; ///< Thread used during resolving.
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std::atomic<Status> status = Status::INIT; ///< The current status of the connecter.
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std::atomic<bool> killed = false; ///< Whether this connecter is marked as killed.
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addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses.
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std::vector<addrinfo *> addresses; ///< Addresses we can connect to.
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std::map<SOCKET, NetworkAddress> sock_to_address; ///< Mapping of a socket to the real address it is connecting to. USed for DEBUG statements.
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size_t current_address = 0; ///< Current index in addresses we are trying.
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std::vector<SOCKET> sockets; ///< Pending connect() attempts.
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std::chrono::steady_clock::time_point last_attempt; ///< Time we last tried to connect.
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std::string connection_string; ///< Current address we are connecting to (before resolving).
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void Resolve();
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void OnResolved(addrinfo *ai);
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bool TryNextAddress();
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void Connect(addrinfo *address);
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virtual bool CheckActivity();
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/* We do not want any other derived classes from this class being able to
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* access these private members, but it is okay for TCPServerConnecter. */
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friend class TCPServerConnecter;
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static void ResolveThunk(TCPConnecter *connecter);
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public:
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TCPConnecter() {};
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TCPConnecter(const std::string &connection_string, uint16 default_port);
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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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void Kill();
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static void CheckCallbacks();
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static void KillAll();
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};
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class TCPServerConnecter : public TCPConnecter {
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private:
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SOCKET socket = INVALID_SOCKET; ///< The socket when a connection is established.
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bool CheckActivity() override;
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public:
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ServerAddress server_address; ///< Address we are connecting to.
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TCPServerConnecter(const std::string &connection_string, uint16 default_port);
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void SetConnected(SOCKET sock);
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void SetFailure();
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};
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#endif /* NETWORK_CORE_TCP_H */
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