Files
OpenTTD/src/network/network_coordinator.cpp
Patric Stout b6a116a247 Add: allow setting your server visibility to "invite-only" (#9434)
In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
2021-07-11 21:57:05 +02:00

539 lines
17 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file network_coordinator.cpp Game Coordinator sending/receiving part of the network protocol. */
#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../rev.h"
#include "../settings_type.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../window_type.h"
#include "network.h"
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "table/strings.h"
#include "../safeguards.h"
static const auto NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES = std::chrono::seconds(30); ///< How many time between updates the server sends to the Game Coordinator.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client; ///< The connection to the Game Coordinator.
ConnectionType _network_server_connection_type = CONNECTION_TYPE_UNKNOWN; ///< What type of connection the Game Coordinator detected we are on.
std::string _network_server_invite_code = ""; ///< Our invite code as indicated by the Game Coordinator.
/** Connect to a game server by IP:port. */
class NetworkDirectConnecter : public TCPConnecter {
private:
std::string token; ///< Token of this connection.
uint8 tracking_number; ///< Tracking number of this connection.
public:
/**
* Try to establish a direct (hostname:port based) connection.
* @param hostname The hostname of the server.
* @param port The port of the server.
* @param token The token as given by the Game Coordinator to track this connection attempt.
* @param tracking_number The tracking number as given by the Game Coordinator to track this connection attempt.
*/
NetworkDirectConnecter(const std::string &hostname, uint16 port, const std::string &token, uint8 tracking_number) : TCPConnecter(hostname, port), token(token), tracking_number(tracking_number) {}
void OnFailure() override
{
_network_coordinator_client.ConnectFailure(this->token, this->tracking_number);
}
void OnConnect(SOCKET s) override
{
_network_coordinator_client.ConnectSuccess(this->token, s);
}
};
/** Connect to the Game Coordinator server. */
class NetworkCoordinatorConnecter : TCPConnecter {
public:
/**
* Initiate the connecting.
* @param connection_string The address of the Game Coordinator server.
*/
NetworkCoordinatorConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_COORDINATOR_SERVER_PORT) {}
void OnFailure() override
{
_network_coordinator_client.connecting = false;
_network_coordinator_client.CloseConnection(true);
}
void OnConnect(SOCKET s) override
{
assert(_network_coordinator_client.sock == INVALID_SOCKET);
_network_coordinator_client.sock = s;
_network_coordinator_client.last_activity = std::chrono::steady_clock::now();
_network_coordinator_client.connecting = false;
}
};
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
{
NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p->Recv_uint8();
std::string detail = p->Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
switch (error) {
case NETWORK_COORDINATOR_ERROR_UNKNOWN:
this->CloseConnection();
return false;
case NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED:
SetDParamStr(0, detail);
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED, STR_JUST_RAW_STRING, WL_ERROR);
/* To prevent that we constantly try to reconnect, switch to local game. */
_settings_client.network.server_game_type = SERVER_GAME_TYPE_LOCAL;
this->CloseConnection();
return false;
case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE: {
/* Find the connecter based on the invite code. */
auto connecter_it = this->connecter_pre.find(detail);
if (connecter_it == this->connecter_pre.end()) return true;
this->connecter_pre.erase(connecter_it);
/* Mark the server as offline. */
NetworkGameList *item = NetworkGameListAddItem(detail);
item->online = false;
UpdateNetworkGameWindow();
return true;
}
default:
Debug(net, 0, "Invalid error type {} received from Game Coordinator", error);
this->CloseConnection();
return false;
}
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
{
/* Schedule sending an update. */
this->next_update = std::chrono::steady_clock::now();
_settings_client.network.server_invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
_settings_client.network.server_invite_code_secret = p->Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
_network_server_connection_type = (ConnectionType)p->Recv_uint8();
if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL, WL_ERROR);
}
/* Users can change the invite code in the settings, but this has no effect
* on the invite code as assigned by the server. So
* _network_server_invite_code contains the current invite code,
* and _settings_client.network.server_invite_code contains the one we will
* attempt to re-use when registering again. */
_network_server_invite_code = _settings_client.network.server_invite_code;
SetWindowDirty(WC_CLIENT_LIST, 0);
if (_network_dedicated) {
std::string connection_type;
switch (_network_server_connection_type) {
case CONNECTION_TYPE_ISOLATED: connection_type = "Remote players can't connect"; break;
case CONNECTION_TYPE_DIRECT: connection_type = "Public"; break;
case CONNECTION_TYPE_UNKNOWN: // Never returned from Game Coordinator.
default: connection_type = "Unknown"; break; // Should never happen, but don't fail if it does.
}
std::string game_type;
switch (_settings_client.network.server_game_type) {
case SERVER_GAME_TYPE_INVITE_ONLY: game_type = "Invite only"; break;
case SERVER_GAME_TYPE_PUBLIC: game_type = "Public"; break;
case SERVER_GAME_TYPE_LOCAL: // Impossible to register local servers.
default: game_type = "Unknown"; break; // Should never happen, but don't fail if it does.
}
Debug(net, 3, "----------------------------------------");
Debug(net, 3, "Your server is now registered with the Game Coordinator:");
Debug(net, 3, " Game type: {}", game_type);
Debug(net, 3, " Connection type: {}", connection_type);
Debug(net, 3, " Invite code: {}", _network_server_invite_code);
Debug(net, 3, "----------------------------------------");
} else {
Debug(net, 3, "Game Coordinator registered our server with invite code '{}'", _network_server_invite_code);
}
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
{
uint8 servers = p->Recv_uint16();
/* End of list; we can now remove all expired items from the list. */
if (servers == 0) {
NetworkGameListRemoveExpired();
return true;
}
for (; servers > 0; servers--) {
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Read the NetworkGameInfo from the packet. */
NetworkGameInfo ngi = {};
DeserializeNetworkGameInfo(p, &ngi);
/* Now we know the connection string, we can add it to our list. */
NetworkGameList *item = NetworkGameListAddItem(connection_string);
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Copy the new NetworkGameInfo info. */
item->info = ngi;
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Mark server as online. */
item->online = true;
/* Mark the item as up-to-date. */
item->version = _network_game_list_version;
}
UpdateNetworkGameWindow();
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
/* Find the connecter based on the invite code. */
auto connecter_it = this->connecter_pre.find(invite_code);
if (connecter_it == this->connecter_pre.end()) {
this->CloseConnection();
return false;
}
/* Now store it based on the token. */
this->connecter[token] = connecter_it->second;
this->connecter_pre.erase(connecter_it);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
auto connecter_it = this->connecter.find(token);
if (connecter_it != this->connecter.end()) {
connecter_it->second->SetFailure();
this->connecter.erase(connecter_it);
}
/* Close all remaining connections. */
this->CloseToken(token);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8 tracking_number = p->Recv_uint8();
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
uint16 port = p->Recv_uint16();
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
this->game_connecter = new NetworkDirectConnecter(hostname, port, token, tracking_number);
return true;
}
void ClientNetworkCoordinatorSocketHandler::Connect()
{
/* We are either already connected or are trying to connect. */
if (this->sock != INVALID_SOCKET || this->connecting) return;
this->Reopen();
this->connecting = true;
this->last_activity = std::chrono::steady_clock::now();
new NetworkCoordinatorConnecter(NetworkCoordinatorConnectionString());
}
NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool error)
{
NetworkCoordinatorSocketHandler::CloseConnection(error);
this->CloseSocket();
this->connecting = false;
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
this->next_update = {};
this->CloseAllTokens();
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Register our server to receive our invite code.
*/
void ClientNetworkCoordinatorSocketHandler::Register()
{
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
this->next_update = {};
SetWindowDirty(WC_CLIENT_LIST, 0);
this->Connect();
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_REGISTER);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(_settings_client.network.server_game_type);
p->Send_uint16(_settings_client.network.server_port);
if (_settings_client.network.server_invite_code.empty() || _settings_client.network.server_invite_code_secret.empty()) {
p->Send_string("");
p->Send_string("");
} else {
p->Send_string(_settings_client.network.server_invite_code);
p->Send_string(_settings_client.network.server_invite_code_secret);
}
this->SendPacket(p);
}
/**
* Send an update of our server status to the Game Coordinator.
*/
void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
{
Debug(net, 6, "Sending server update to Game Coordinator");
this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
this->SendPacket(p);
}
/**
* Request a listing of all public servers.
*/
void ClientNetworkCoordinatorSocketHandler::GetListing()
{
this->Connect();
_network_game_list_version++;
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_LISTING);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(NETWORK_GAME_INFO_VERSION);
p->Send_string(_openttd_revision);
this->SendPacket(p);
}
/**
* Join a server based on an invite code.
* @param invite_code The invite code of the server to connect to.
* @param connecter The connecter of the request.
*/
void ClientNetworkCoordinatorSocketHandler::ConnectToServer(const std::string &invite_code, TCPServerConnecter *connecter)
{
assert(StrStartsWith(invite_code, "+"));
if (this->connecter_pre.find(invite_code) != this->connecter_pre.end()) {
/* If someone is hammering the refresh key, one can sent out two
* requests for the same invite code. There isn't really a great way
* of handling this, so just ignore this request. */
connecter->SetFailure();
return;
}
/* Initially we store based on invite code; on first reply we know the
* token, and will start using that key instead. */
this->connecter_pre[invite_code] = connecter;
this->Connect();
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(invite_code);
this->SendPacket(p);
}
/**
* Callback from a Connecter to let the Game Coordinator know the connection failed.
* @param token Token of the connecter that failed.
* @param tracking_number Tracking number of the connecter that failed.
*/
void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &token, uint8 tracking_number)
{
/* Connecter will destroy itself. */
this->game_connecter = nullptr;
Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
p->Send_uint8(tracking_number);
this->SendPacket(p);
auto connecter_it = this->connecter.find(token);
assert(connecter_it != this->connecter.end());
connecter_it->second->SetFailure();
this->connecter.erase(connecter_it);
}
/**
* Callback from a Connecter to let the Game Coordinator know the connection
* to the game server is established.
* @param token Token of the connecter that succeeded.
* @param sock The socket that the connecter can now use.
*/
void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &token, SOCKET sock)
{
/* Connecter will destroy itself. */
this->game_connecter = nullptr;
assert(!_network_server);
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
this->SendPacket(p);
auto connecter_it = this->connecter.find(token);
assert(connecter_it != this->connecter.end());
connecter_it->second->SetConnected(sock);
this->connecter.erase(connecter_it);
/* Close all remaining connections. */
this->CloseToken(token);
}
/**
* Close everything related to this connection token.
* @param token The connection token to close.
*/
void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
{
/* Ensure all other pending connection attempts are also killed. */
if (this->game_connecter != nullptr) {
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
}
/**
* Close all pending connection tokens.
*/
void ClientNetworkCoordinatorSocketHandler::CloseAllTokens()
{
/* Ensure all other pending connection attempts are also killed. */
if (this->game_connecter != nullptr) {
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
/* Mark any pending connecters as failed. */
for (auto &[token, it] : this->connecter) {
it->SetFailure();
}
for (auto &[invite_code, it] : this->connecter_pre) {
it->SetFailure();
}
this->connecter.clear();
this->connecter_pre.clear();
}
/**
* Check whether we received/can send some data from/to the Game Coordinator server and
* when that's the case handle it appropriately.
*/
void ClientNetworkCoordinatorSocketHandler::SendReceive()
{
/* Private games are not listed via the Game Coordinator. */
if (_network_server && _settings_client.network.server_game_type == SERVER_GAME_TYPE_LOCAL) {
if (this->sock != INVALID_SOCKET) {
this->CloseConnection();
}
return;
}
static int last_attempt_backoff = 1;
static bool first_reconnect = true;
if (this->sock == INVALID_SOCKET) {
static std::chrono::steady_clock::time_point last_attempt = {};
/* Don't auto-reconnect when we are not a server. */
if (!_network_server) return;
/* Don't reconnect if we are connecting. */
if (this->connecting) return;
/* Throttle how often we try to reconnect. */
if (std::chrono::steady_clock::now() < last_attempt + std::chrono::seconds(1) * last_attempt_backoff) return;
last_attempt = std::chrono::steady_clock::now();
/* Delay reconnecting with up to 32 seconds. */
if (last_attempt_backoff < 32) {
last_attempt_backoff *= 2;
}
/* Do not reconnect on the first attempt, but only initialize the
* last_attempt variables. Otherwise after an outage all servers
* reconnect at the same time, potentially overwhelming the
* Game Coordinator. */
if (first_reconnect) {
first_reconnect = false;
return;
}
Debug(net, 1, "Connection with Game Coordinator lost; reconnecting...");
this->Register();
return;
}
last_attempt_backoff = 1;
first_reconnect = true;
if (_network_server && _network_server_connection_type != CONNECTION_TYPE_UNKNOWN && std::chrono::steady_clock::now() > this->next_update) {
this->SendServerUpdate();
}
if (!_network_server && std::chrono::steady_clock::now() > this->last_activity + IDLE_TIMEOUT) {
this->CloseConnection();
return;
}
if (this->CanSendReceive()) {
if (this->ReceivePackets()) {
this->last_activity = std::chrono::steady_clock::now();
}
}
this->SendPackets();
}