Merge branch 'master' into jgrpp
# Conflicts: # src/network/core/tcp_connect.cpp
This commit is contained in:
@@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uin
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break;
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case SERVER_ADDRESS_INVITE_CODE:
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this->status = Status::CONNECTING;
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this->status = Status::Connecting;
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_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
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break;
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@@ -254,14 +254,14 @@ void TCPConnecter::Resolve()
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if (error != 0) {
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DEBUG(net, 0, "Failed to resolve DNS for %s", this->connection_string.c_str());
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this->status = Status::FAILURE;
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this->status = Status::Failure;
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return;
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}
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this->ai = ai;
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this->OnResolved(ai);
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this->status = Status::CONNECTING;
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this->status = Status::Connecting;
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}
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/**
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@@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity()
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if (this->killed) return true;
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switch (this->status) {
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case Status::INIT:
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case Status::Init:
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/* Start the thread delayed, so the vtable is loaded. This allows classes
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* to overload functions used by Resolve() (in case threading is disabled). */
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if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
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this->status = Status::RESOLVING;
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this->status = Status::Resolving;
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return false;
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}
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@@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity()
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* connection. The rest of this function handles exactly that. */
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break;
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case Status::RESOLVING:
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case Status::Resolving:
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/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
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return false;
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case Status::FAILURE:
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case Status::Failure:
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/* Ensure the OnFailure() is called from the game-thread instead of the
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* resolve-thread, as otherwise we can get into some threading issues. */
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this->OnFailure();
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return true;
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case Status::CONNECTING:
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case Status::CONNECTED:
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case Status::Connecting:
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case Status::Connected:
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break;
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}
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@@ -363,7 +363,10 @@ bool TCPConnecter::CheckActivity()
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return true;
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}
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/* Check for errors on any of the sockets. */
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/* If a socket is writeable, it is either in error-state or connected.
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* Remove all sockets that are in error-state and mark the first that is
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* not in error-state as the socket we will use for our connection. */
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SOCKET connected_socket = INVALID_SOCKET;
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for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
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NetworkError socket_error = GetSocketError(*it);
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if (socket_error.HasError()) {
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@@ -371,34 +374,28 @@ bool TCPConnecter::CheckActivity()
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closesocket(*it);
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this->sock_to_address.erase(*it);
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it = this->sockets.erase(it);
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} else {
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it++;
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continue;
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}
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}
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/* In case all sockets had an error, queue a new one. */
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if (this->sockets.empty()) {
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if (!this->TryNextAddress()) {
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/* There were no more addresses to try, so we failed. */
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this->OnFailure();
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return true;
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}
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return false;
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}
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/* At least one socket is connected. The first one that does is the one
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* we will be using, and we close all other sockets. */
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SOCKET connected_socket = INVALID_SOCKET;
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for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
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/* No error but writeable means connected. */
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if (connected_socket == INVALID_SOCKET && FD_ISSET(*it, &write_fd)) {
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connected_socket = *it;
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} else {
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}
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it++;
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}
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/* All the writable sockets were in error state. So nothing is connected yet. */
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if (connected_socket == INVALID_SOCKET) return false;
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/* Close all sockets except the one we picked for our connection. */
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for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
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if (connected_socket != *it) {
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closesocket(*it);
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}
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this->sock_to_address.erase(*it);
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it = this->sockets.erase(it);
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}
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assert(connected_socket != INVALID_SOCKET);
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DEBUG(net, 3, "Connected to %s", this->connection_string.c_str());
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if (_debug_net_level >= 5) {
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@@ -406,7 +403,7 @@ bool TCPConnecter::CheckActivity()
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}
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this->OnConnect(connected_socket);
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this->status = Status::CONNECTED;
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this->status = Status::Connected;
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return true;
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}
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@@ -425,11 +422,11 @@ bool TCPServerConnecter::CheckActivity()
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case SERVER_ADDRESS_INVITE_CODE:
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/* Check if a result has come in. */
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switch (this->status) {
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case Status::FAILURE:
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case Status::Failure:
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this->OnFailure();
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return true;
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case Status::CONNECTED:
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case Status::Connected:
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this->OnConnect(this->socket);
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return true;
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@@ -451,8 +448,10 @@ bool TCPServerConnecter::CheckActivity()
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*/
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void TCPServerConnecter::SetConnected(SOCKET sock)
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{
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assert(sock != INVALID_SOCKET);
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this->socket = sock;
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this->status = Status::CONNECTED;
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this->status = Status::Connected;
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}
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/**
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@@ -460,7 +459,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
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*/
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void TCPServerConnecter::SetFailure()
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{
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this->status = Status::FAILURE;
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this->status = Status::Failure;
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}
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/**
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