Merge branch 'master' into jgrpp-beta
# Conflicts: # src/engine_base.h # src/gfxinit.cpp # src/graph_gui.cpp # src/lang/brazilian_portuguese.txt # src/lang/dutch.txt # src/lang/french.txt # src/lang/korean.txt # src/lang/norwegian_bokmal.txt # src/lang/portuguese.txt # src/lang/russian.txt # src/lang/spanish.txt # src/lang/spanish_MX.txt # src/network/core/address.cpp # src/network/core/game_info.h # src/network/core/os_abstraction.h # src/network/core/udp.cpp # src/network/network_client.cpp # src/network/network_client.h # src/network/network_internal.h # src/newgrf_engine.cpp # src/settings_gui.cpp # src/station_cmd.cpp # src/string_func.h # src/town_gui.cpp # src/video/video_driver.cpp # src/widget_type.h
This commit is contained in:
@@ -306,7 +306,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
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/* There was a non-recoverable error, drop back to the main menu with a nice
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* error */
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void NetworkError(StringID error_string)
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void ShowNetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
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@@ -475,45 +475,15 @@ static void CheckPauseOnJoin()
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CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
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}
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/**
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* Converts a string to ip/port
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* Format: IP:port
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*
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* connection_string will be re-terminated to separate out the hostname, port will
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* be set to the port strings given by the user, inside the memory area originally
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* occupied by connection_string.
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*/
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void ParseConnectionString(const char **port, char *connection_string)
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{
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bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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for (char *p = connection_string; *p != '\0'; p++) {
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switch (*p) {
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case '[':
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ipv6 = true;
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break;
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case ']':
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ipv6 = false;
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break;
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case ':':
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if (ipv6) break;
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*port = p + 1;
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*p = '\0';
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break;
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}
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}
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}
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/**
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* Converts a string to ip/port/company
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* Format: IP:port#company
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*
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* connection_string will be re-terminated to separate out the hostname, and company and port will
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* be set to the company and port strings given by the user, inside the memory area originally
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* occupied by connection_string.
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* connection_string will be re-terminated to separate out the hostname, port will
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* be set to the port strings given by the user, inside the memory area originally
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* occupied by connection_string. Similar for company, if set.
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*/
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void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
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void ParseFullConnectionString(const char **company, const char **port, char *connection_string)
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{
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bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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for (char *p = connection_string; *p != '\0'; p++) {
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@@ -527,6 +497,7 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
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break;
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case '#':
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if (company == nullptr) continue;
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*company = p + 1;
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*p = '\0';
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break;
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@@ -540,6 +511,51 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
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}
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}
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/**
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* Convert a string containing either "hostname" or "hostname:ip" to a
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* NetworkAddress.
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*
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* @param connection_string The string to parse.
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* @param default_port The default port to set port to if not in connection_string.
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* @return A valid NetworkAddress of the parsed information.
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*/
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NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port)
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{
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char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
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strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
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const char *port = nullptr;
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ParseFullConnectionString(nullptr, &port, internal_connection_string);
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int rport = port != nullptr ? atoi(port) : default_port;
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return NetworkAddress(internal_connection_string, rport);
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}
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/**
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* Convert a string containing either "hostname" or "hostname:ip" to a
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* NetworkAddress, where the string can be postfixed with "#company" to
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* indicate the requested company.
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*
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* @param company Pointer to the company variable to set iff indicted.
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* @param connection_string The string to parse.
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* @param default_port The default port to set port to if not in connection_string.
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* @return A valid NetworkAddress of the parsed information.
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*/
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NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port)
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{
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char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
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strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
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const char *port_s = nullptr;
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const char *company_s = nullptr;
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ParseFullConnectionString(&company_s, &port_s, internal_connection_string);
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if (company_s != nullptr) *company = (CompanyID)atoi(company_s);
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int port = port_s != nullptr ? atoi(port_s) : default_port;
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return NetworkAddress(internal_connection_string, port);
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}
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/**
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* Handle the accepting of a connection to the server.
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* @param s The socket of the new connection.
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@@ -619,8 +635,11 @@ static void NetworkInitialize(bool close_admins = true)
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/** Non blocking connection create to query servers */
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class TCPQueryConnecter : TCPConnecter {
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private:
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bool request_company_info;
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public:
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TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
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TCPQueryConnecter(const NetworkAddress &address, bool request_company_info) : TCPConnecter(address), request_company_info(request_company_info) {}
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void OnFailure() override
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{
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@@ -630,45 +649,53 @@ public:
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void OnConnect(SOCKET s) override
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s);
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MyClient::SendInformationQuery();
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new ClientNetworkGameSocketHandler(s, address);
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MyClient::SendInformationQuery(request_company_info);
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}
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};
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/**
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* Query a server to fetch his game-info.
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* @param address the address to query.
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* @param request_company_info Whether to request company info too.
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*/
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void NetworkTCPQueryServer(NetworkAddress address)
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void NetworkTCPQueryServer(NetworkAddress address, bool request_company_info)
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{
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if (!_network_available) return;
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NetworkDisconnect();
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NetworkInitialize();
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new TCPQueryConnecter(address);
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new TCPQueryConnecter(address, request_company_info);
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}
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/* Validates an address entered as a string and adds the server to
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/**
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* Validates an address entered as a string and adds the server to
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* the list. If you use this function, the games will be marked
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* as manually added. */
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void NetworkAddServer(const char *b)
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* as manually added.
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* @param connection_string The IP:port of the server to add.
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* @return The entry on the game list.
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*/
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NetworkGameList *NetworkAddServer(const std::string &connection_string)
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{
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if (*b != '\0') {
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const char *port = nullptr;
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char host[NETWORK_HOSTNAME_LENGTH];
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uint16 rport;
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if (connection_string.empty()) return nullptr;
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strecpy(host, b, lastof(host));
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NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT);
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strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
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rport = NETWORK_DEFAULT_PORT;
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/* Ensure the item already exists in the list */
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NetworkGameList *item = NetworkGameListAddItem(address);
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if (StrEmpty(item->info.server_name)) {
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ClearGRFConfigList(&item->info.grfconfig);
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address.GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
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item->manually = true;
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ParseConnectionString(&port, host);
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if (port != nullptr) rport = atoi(port);
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NetworkUDPQueryServer(NetworkAddress(host, rport), true);
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NetworkRebuildHostList();
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UpdateNetworkGameWindow();
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}
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NetworkTCPQueryServer(address);
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return item;
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}
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/**
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@@ -707,41 +734,99 @@ public:
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void OnFailure() override
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{
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NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
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ShowNetworkError(STR_NETWORK_ERROR_NOCONNECTION);
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}
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void OnConnect(SOCKET s) override
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s);
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new ClientNetworkGameSocketHandler(s, this->address);
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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(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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/**
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* Join a client to the server at with the given connection string.
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* The default for the passwords is \c nullptr. When the server or company needs a
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* password and none is given, the user is asked to enter the password in the GUI.
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* This function will return false whenever some information required to join is not
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* correct such as the company number or the client's name, or when there is not
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* networking avalabile at all. If the function returns false the connection with
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* the existing server is not disconnected.
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* It will return true when it starts the actual join process, i.e. when it
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* actually shows the join status window.
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*
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* @param connection_string The IP address, port and company number to join as.
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* @param default_company The company number to join as when none is given.
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* @param join_server_password The password for the server.
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* @param join_company_password The password for the company.
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* @return Whether the join has started.
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*/
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password, const char *join_company_password)
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{
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if (!_network_available) return;
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CompanyID join_as = default_company;
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NetworkAddress address = ParseGameConnectionString(&join_as, connection_string, NETWORK_DEFAULT_PORT);
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if (port == 0) return;
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if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
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join_as--;
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if (join_as >= MAX_COMPANIES) {
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return false;
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}
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}
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if (!NetworkValidateClientName()) return;
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return NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
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}
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strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = port;
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_network_join_as = join_as;
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_network_join_server_password = join_server_password;
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_network_join_company_password = join_company_password;
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/**
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* Join a client to the server at the given address.
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* See the overloaded NetworkClientConnectGame for more details.
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*
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* @param address The network address of the server to join to.
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* @param join_as The company number to join as.
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* @param join_server_password The password for the server.
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* @param join_company_password The password for the company.
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* @return Whether the join has started.
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*/
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bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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{
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if (!_network_available) return false;
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if (!NetworkValidateClientName()) return false;
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_network_join.address = address;
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_network_join.company = join_as;
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_network_join.server_password = join_server_password;
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_network_join.company_password = join_company_password;
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if (_game_mode == GM_MENU) {
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/* From the menu we can immediately continue with the actual join. */
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NetworkClientJoinGame();
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} else {
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/* When already playing a game, first go back to the main menu. This
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* disconnects the user from the current game, meaning we can safely
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* load in the new. After all, there is little point in continueing to
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* play on a server if we are connecting to another one.
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*/
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_switch_mode = SM_JOIN_GAME;
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}
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return true;
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}
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/**
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* Actually perform the joining to the server. Use #NetworkClientConnectGame
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* when you want to connect to a specific server/company. This function
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* assumes _network_join is already fully set up.
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*/
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void NetworkClientJoinGame()
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{
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NetworkDisconnect();
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NetworkInitialize();
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strecpy(_settings_client.network.last_joined, _network_join.address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
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_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
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ShowJoinStatusWindow();
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new TCPClientConnecter(NetworkAddress(hostname, port));
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new TCPClientConnecter(_network_join.address);
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}
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static void NetworkInitGameInfo()
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@@ -1126,13 +1211,14 @@ static void NetworkGenerateServerId()
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seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
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}
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void NetworkStartDebugLog(const char *hostname, uint16 port)
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void NetworkStartDebugLog(const std::string &connection_string)
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{
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extern SOCKET _debug_socket; // Comes from debug.c
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DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
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NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT);
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DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
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NetworkAddress address(hostname, port);
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SOCKET s = address.Connect();
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if (s == INVALID_SOCKET) {
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DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
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@@ -1180,9 +1266,9 @@ void NetworkShutDown()
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#ifdef __EMSCRIPTEN__
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extern "C" {
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void CDECL em_openttd_add_server(const char *host, int port)
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void CDECL em_openttd_add_server(const char *connection_string)
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{
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NetworkUDPQueryServer(NetworkAddress(host, port), true);
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NetworkAddServer(connection_string);
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}
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}
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Reference in New Issue
Block a user