Merge branch 'master' into jgrpp-beta

# Conflicts:
#	.github/workflows/ci-build.yml
#	src/lang/german.txt
#	src/lang/romanian.txt
#	src/lang/slovak.txt
#	src/lang/turkish.txt
#	src/network/core/address.cpp
#	src/network/core/tcp.h
#	src/network/core/udp.cpp
#	src/network/network.cpp
#	src/network/network_client.cpp
#	src/network/network_server.cpp
#	src/network/network_server.h
#	src/network/network_udp.cpp
#	src/openttd.cpp
#	src/saveload/newgrf_sl.cpp
#	src/tree_cmd.cpp
#	src/video/video_driver.hpp
#	src/window.cpp
#	src/window_gui.h
This commit is contained in:
Jonathan G Rennison
2021-09-22 21:49:32 +01:00
76 changed files with 1226 additions and 617 deletions

View File

@@ -288,7 +288,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
DEBUG(desync, 1, "msg: date{%08x; %02x; %02x}; %s", _date, _date_fract, _tick_skip_counter, message);
IConsolePrintF(colour, "%s", message);
NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, message);
}
/* Calculate the frame-lag of a client */
@@ -527,6 +527,19 @@ std::string_view ParseFullConnectionString(const std::string &connection_string,
return ip;
}
/**
* Normalize a connection string. That is, ensure there is a port in the string.
* @param connection_string The connection string to normalize.
* @param default_port The port to use if none is given.
* @return The normalized connection string.
*/
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
{
uint16 port = default_port;
std::string_view ip = ParseFullConnectionString(connection_string, port);
return std::string(ip) + ":" + std::to_string(port);
}
/**
* Convert a string containing either "hostname" or "hostname:ip" to a
* NetworkAddress.
@@ -598,13 +611,13 @@ void NetworkClose(bool close_admins)
}
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
cs->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
ServerNetworkGameSocketHandler::CloseListeners();
ServerNetworkAdminSocketHandler::CloseListeners();
} else if (MyClient::my_client != nullptr) {
MyClient::SendQuit();
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
TCPConnecter::KillAll();
@@ -636,41 +649,77 @@ static void NetworkInitialize(bool close_admins = true)
_last_sync_tick_skip_counter = 0;
}
/** Non blocking connection create to query servers */
/** Non blocking connection to query servers for their game info. */
class TCPQueryConnecter : TCPConnecter {
private:
bool request_company_info;
std::string connection_string;
public:
TCPQueryConnecter(const std::string &connection_string, bool request_company_info) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), request_company_info(request_company_info), connection_string(connection_string) {}
TCPQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
NetworkDisconnect();
NetworkGameList *item = NetworkGameListAddItem(connection_string);
item->online = false;
UpdateNetworkGameWindow();
}
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
MyClient::SendInformationQuery(request_company_info);
MyClient::SendInformationQuery(false);
}
};
/**
* Query a server to fetch his game-info.
* Query a server to fetch the game-info.
* @param connection_string the address to query.
* @param request_company_info Whether to request company info too.
*/
void NetworkTCPQueryServer(const std::string &connection_string, bool request_company_info)
void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
new TCPQueryConnecter(connection_string, request_company_info);
new TCPQueryConnecter(connection_string);
}
/** Non blocking connection to query servers for their game and company info. */
class TCPLobbyQueryConnecter : TCPConnecter {
private:
std::string connection_string;
public:
TCPLobbyQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
ShowErrorMessage(STR_NETWORK_ERROR_NOCONNECTION, INVALID_STRING_ID, WL_ERROR);
}
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
MyClient::SendInformationQuery(true);
}
};
/**
* Query a server to fetch his game-info for the lobby.
* @param connection_string the address to query.
*/
void NetworkQueryLobbyServer(const std::string &connection_string)
{
if (!_network_available) return;
NetworkInitialize();
new TCPLobbyQueryConnecter(connection_string);
}
/**
@@ -680,7 +729,7 @@ void NetworkTCPQueryServer(const std::string &connection_string, bool request_co
* @param connection_string The IP:port of the server to add.
* @return The entry on the game list.
*/
NetworkGameList *NetworkAddServer(const std::string &connection_string)
NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually)
{
if (connection_string.empty()) return nullptr;
@@ -689,13 +738,13 @@ NetworkGameList *NetworkAddServer(const std::string &connection_string)
if (item->info.server_name.empty()) {
ClearGRFConfigList(&item->info.grfconfig);
item->info.server_name = connection_string;
item->manually = true;
NetworkRebuildHostList();
UpdateNetworkGameWindow();
NetworkQueryServer(connection_string);
}
NetworkTCPQueryServer(connection_string);
if (manually) item->manually = true;
return item;
}
@@ -840,13 +889,13 @@ static void CheckClientAndServerName()
{
static const char *fallback_client_name = "Unnamed Client";
if (StrEmpty(_settings_client.network.client_name) || strcmp(_settings_client.network.client_name, fallback_client_name) == 0) {
DEBUG(net, 0, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command.", fallback_client_name);
DEBUG(net, 1, "No \"client_name\" has been set, using \"%s\" instead. Please set this now using the \"name <new name>\" command", fallback_client_name);
strecpy(_settings_client.network.client_name, fallback_client_name, lastof(_settings_client.network.client_name));
}
static const char *fallback_server_name = "Unnamed Server";
if (StrEmpty(_settings_client.network.server_name) || strcmp(_settings_client.network.server_name, fallback_server_name) == 0) {
DEBUG(net, 0, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command.", fallback_server_name);
DEBUG(net, 1, "No \"server_name\" has been set, using \"%s\" instead. Please set this now using the \"server_name <new name>\" command", fallback_server_name);
strecpy(_settings_client.network.server_name, fallback_server_name, lastof(_settings_client.network.server_name));
}
}
@@ -864,17 +913,17 @@ bool NetworkServerStart()
NetworkDisconnect(false, false);
NetworkInitialize(false);
DEBUG(net, 1, "starting listeners for clients");
DEBUG(net, 5, "Starting listeners for clients");
if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;
/* Only listen for admins when the password isn't empty. */
if (!StrEmpty(_settings_client.network.admin_password)) {
DEBUG(net, 1, "starting listeners for admins");
DEBUG(net, 5, "Starting listeners for admins");
if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
}
/* Try to start UDP-server */
DEBUG(net, 1, "starting listeners for incoming server queries");
DEBUG(net, 5, "Starting listeners for incoming server queries");
NetworkUDPServerListen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
@@ -1026,7 +1075,7 @@ void NetworkGameLoop()
static bool check_sync_state = false;
static uint32 sync_state[2];
if (f == nullptr && next_date == 0) {
DEBUG(net, 0, "Cannot open commands.log");
DEBUG(desync, 0, "Cannot open commands.log");
next_date = 1;
}
@@ -1107,16 +1156,16 @@ void NetworkGameLoop()
/* A message that is not very important to the log playback, but part of the log. */
#ifndef DEBUG_FAILED_DUMP_COMMANDS
} else if (strncmp(p, "cmdf: ", 6) == 0) {
DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6);
DEBUG(desync, 0, "Skipping replay of failed command: %s", p + 6);
#endif
} else {
/* Can't parse a line; what's wrong here? */
DEBUG(net, 0, "trying to parse: %s", p);
DEBUG(desync, 0, "Trying to parse: %s", p);
NOT_REACHED();
}
}
if (f != nullptr && feof(f)) {
DEBUG(net, 0, "End of commands.log");
DEBUG(desync, 0, "End of commands.log");
fclose(f);
f = nullptr;
}
@@ -1195,29 +1244,36 @@ static void NetworkGenerateServerId()
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(const std::string &connection_string)
{
extern SOCKET _debug_socket; // Comes from debug.c
class TCPNetworkDebugConnecter : TCPConnecter {
private:
std::string connection_string;
NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT);
public:
TCPNetworkDebugConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT), connection_string(connection_string) {}
DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
void OnFailure() override
{
DEBUG(net, 0, "Failed to open connection to %s for redirecting DEBUG()", this->connection_string.c_str());
}
_debug_socket = s;
void OnConnect(SOCKET s) override
{
DEBUG(net, 3, "Redirecting DEBUG() to %s", this->connection_string.c_str());
DEBUG(net, 0, "DEBUG() is now redirected");
extern SOCKET _debug_socket;
_debug_socket = s;
}
};
void NetworkStartDebugLog(const std::string &connection_string)
{
new TCPNetworkDebugConnecter(connection_string);
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
DEBUG(net, 3, "Starting network");
/* Network is available */
_network_available = NetworkCoreInitialize();
@@ -1230,7 +1286,7 @@ void NetworkStartUp()
_network_game_info = {};
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
DEBUG(net, 3, "Network online, multiplayer available");
NetworkFindBroadcastIPs(&_broadcast_list);
}
@@ -1240,7 +1296,7 @@ void NetworkShutDown()
NetworkDisconnect(true);
NetworkUDPClose();
DEBUG(net, 3, "[core] shutting down network");
DEBUG(net, 3, "Shutting down network");
_network_available = false;
@@ -1252,7 +1308,7 @@ extern "C" {
void CDECL em_openttd_add_server(const char *connection_string)
{
NetworkAddServer(connection_string);
NetworkAddServer(connection_string, false);
}
}