(svn r8083) -Codechange: make a NetworkSocketHandler as base for all sockets and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.

This commit is contained in:
rubidium
2007-01-12 20:19:49 +00:00
parent 473ed1d351
commit 98e462e564
17 changed files with 306 additions and 270 deletions

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@@ -5,9 +5,61 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
bool NetworkCoreInitialize(void);
void NetworkCoreShutdown(void);
typedef enum {
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
} NetworkRecvStatus;
/**
* SocketHandler for all network sockets in OpenTTD.
*/
class NetworkSocketHandler {
public:
/* TODO: make socket & has_quit protected once the TCP stuff
*is in a real class too */
bool has_quit; ///< Whether the current client has quit/send a bad packet
SOCKET sock; ///< The socket currently connected to
public:
NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
virtual ~NetworkSocketHandler() { this->Close(); }
/** Really close the socket */
virtual void Close() {}
/**
* Close the current connection; for TCP this will be mostly equivalent
* to Close(), but for UDP it just means the packet has to be dropped.
* @return new status of the connection.
*/
virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
/**
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() { return this->sock != INVALID_SOCKET; }
/**
* Whether the current client connected to the socket has quit.
* In the case of UDP, for example, once a client quits (send bad
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
bool HasClientQuit() { return this->has_quit; }
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_H */

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@@ -6,7 +6,6 @@
#include "../../macros.h"
#include "../../string.h"
#include "../../helpers.hpp"
#include "../network_data.h"
#include "packet.h"
@@ -111,17 +110,15 @@ void NetworkSend_string(Packet *packet, const char* data)
*/
extern NetworkRecvStatus CloseConnection(NetworkClientState *cs);
/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
static inline bool CanReadFromPacket(NetworkClientState *cs, const Packet *packet, const uint bytes_to_read)
static inline bool CanReadFromPacket(NetworkSocketHandler *cs, const Packet *packet, const uint bytes_to_read)
{
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return false;
/* Don't allow reading from a quit client/client who send bad data */
if (cs->HasClientQuit()) return false;
/* Check if variable is within packet-size */
if (packet->pos + bytes_to_read > packet->size) {
CloseConnection(cs);
cs->CloseConnection();
return false;
}
@@ -138,7 +135,7 @@ void NetworkRecv_ReadPacketSize(Packet *packet)
packet->size += (uint16)packet->buffer[1] << 8;
}
uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
uint8 NetworkRecv_uint8(NetworkSocketHandler *cs, Packet *packet)
{
uint8 n;
@@ -148,7 +145,7 @@ uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
return n;
}
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet)
{
uint16 n;
@@ -159,7 +156,7 @@ uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
return n;
}
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet)
{
uint32 n;
@@ -172,7 +169,7 @@ uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
return n;
}
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet)
{
uint64 n;
@@ -190,13 +187,13 @@ uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
}
/** Reads a string till it finds a '\0' in the stream */
void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
void NetworkRecv_string(NetworkSocketHandler *cs, Packet *p, char *buffer, size_t size)
{
PacketSize pos;
char *bufp = buffer;
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return;
if (cs->HasClientQuit()) return;
pos = p->pos;
while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}

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@@ -6,23 +6,12 @@
#ifdef ENABLE_NETWORK
#include "config.h"
#include "core.h"
/**
* @file packet.h Basic functions to create, fill and read packets.
*/
typedef struct NetworkClientState NetworkClientState;
/**
* Queries the network client state struct to determine whether
* the client has quit. It indirectly also queries whether the
* packet is corrupt as the connection will be closed if it is
* reading beyond the boundary of the received packet.
* @param cs the state to query
* @param true if the connection should be considered dropped
*/
bool HasClientQuit(const NetworkClientState *cs);
typedef uint16 PacketSize; ///< Size of the whole packet.
typedef uint8 PacketType; ///< Identifier for the packet
@@ -58,11 +47,11 @@ void NetworkSend_uint64(Packet *packet, uint64 data);
void NetworkSend_string(Packet *packet, const char* data);
void NetworkRecv_ReadPacketSize(Packet *packet);
uint8 NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
uint8 NetworkRecv_uint8 (NetworkSocketHandler *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet);
void NetworkRecv_string(NetworkSocketHandler *cs, Packet *packet, char* buffer, size_t size);
#endif /* ENABLE_NETWORK */

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@@ -18,6 +18,26 @@
* @file tcp.c Basic functions to receive and send TCP packets.
*/
/** Very ugly temporary hack !!! */
void NetworkTCPSocketHandler::Initialize()
{
this->sock = INVALID_SOCKET;
this->index = 0;
this->last_frame = 0;
this->last_frame_server = 0;
this->lag_test = 0;
this->status = STATUS_INACTIVE;
this->has_quit = false;
this->writable = false;
this->packet_queue = NULL;
this->packet_recv = NULL;
this->command_queue = NULL;
}
/**
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
* A socket can make errors. When that happens this handles what to do.
@@ -25,10 +45,11 @@
* For servers: close connection and that is it
* @param cs the client to close the connection of
* @return the new status
* TODO: needs to be splitted when using client and server socket packets
*/
NetworkRecvStatus CloseConnection(NetworkClientState *cs)
NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection()
{
NetworkCloseClient(cs);
NetworkCloseClient(this);
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
@@ -42,16 +63,6 @@ NetworkRecvStatus CloseConnection(NetworkClientState *cs)
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Whether the client has quit or not (used in packet.c)
* @param cs the client to check
* @return true if the client has quit
*/
bool HasClientQuit(const NetworkClientState *cs)
{
return cs->has_quit;
}
/**
* This function puts the packet in the send-queue and it is send as
* soon as possible. This is the next tick, or maybe one tick later
@@ -59,7 +70,7 @@ bool HasClientQuit(const NetworkClientState *cs)
* @param packet the packet to send
* @param cs the client to send to
*/
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs)
{
Packet *p;
assert(packet != NULL);
@@ -89,31 +100,31 @@ void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
* 3) sending took too long
* @param cs the client to send the packets for
*/
bool NetworkSend_Packets(NetworkClientState *cs)
bool NetworkSend_Packets(NetworkTCPSocketHandler *cs)
{
ssize_t res;
Packet *p;
/* We can not write to this socket!! */
if (!cs->writable) return false;
if (cs->socket == INVALID_SOCKET) return false;
if (!cs->IsConnected()) return false;
p = cs->packet_queue;
while (p != NULL) {
res = send(cs->socket, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
res = send(cs->sock, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong.. close client! */
DEBUG(net, 0, "send failed with error %d", err);
CloseConnection(cs);
cs->CloseConnection();
return false;
}
return true;
}
if (res == 0) {
/* Client/server has left us :( */
CloseConnection(cs);
cs->CloseConnection();
return false;
}
@@ -139,14 +150,14 @@ bool NetworkSend_Packets(NetworkClientState *cs)
* @param status the variable to store the status into
* @return the received packet (or NULL when it didn't receive one)
*/
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status)
{
ssize_t res;
Packet *p;
*status = NETWORK_RECV_STATUS_OKAY;
if (cs->socket == INVALID_SOCKET) return NULL;
if (!cs->IsConnected()) return NULL;
if (cs->packet_recv == NULL) {
cs->packet_recv = MallocT<Packet>(1);
@@ -161,14 +172,14 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
/* Read packet size */
if (p->pos < sizeof(PacketSize)) {
while (p->pos < sizeof(PacketSize)) {
/* Read the size of the packet */
res = recv(cs->socket, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
/* Read the size of the packet */
res = recv(cs->sock, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
/* Connection would block, so stop for now */
@@ -176,7 +187,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
}
if (res == 0) {
/* Client/server has left */
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
p->pos += res;
@@ -185,20 +196,20 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
NetworkRecv_ReadPacketSize(p);
if (p->size > SEND_MTU) {
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
}
/* Read rest of packet */
while (p->pos < p->size) {
res = recv(cs->socket, (char*)p->buffer + p->pos, p->size - p->pos, 0);
res = recv(cs->sock, (char*)p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
/* Something went wrong... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}
/* Connection would block */
@@ -206,7 +217,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
}
if (res == 0) {
/* Client/server has left */
*status = CloseConnection(cs);
*status = cs->CloseConnection();
return NULL;
}

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@@ -6,6 +6,7 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "packet.h"
/**
@@ -54,9 +55,54 @@ enum {
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkClientState *cs);
typedef struct CommandPacket {
struct CommandPacket *next;
PlayerByte player; ///< player that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
TileIndex tile; ///< tile command being executed on
char text[80];
uint32 frame; ///< the frame in which this packet is executed
byte callback; ///< any callback function executed upon successful completion of the command
} CommandPacket;
typedef enum {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTH, ///< The client is authorized
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is an active player in the game
} ClientStatus;
/** Base socket handler for all TCP sockets */
class NetworkTCPSocketHandler : public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
public:
uint16 index;
uint32 last_frame;
uint32 last_frame_server;
byte lag_test; // This byte is used for lag-testing the client
ClientStatus status;
bool writable; // is client ready to write to?
Packet *packet_queue; // Packets that are awaiting delivery
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Initialize();
};
void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs);
Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkTCPSocketHandler *cs);
#endif /* ENABLE_NETWORK */

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@@ -13,12 +13,6 @@
* @file udp.c Basic functions to receive and send UDP packets.
*/
/** Initialize the sockets with an INVALID_SOCKET */
NetworkUDPSocketHandler::NetworkUDPSocketHandler()
{
this->udp = INVALID_SOCKET;
}
/**
* Start listening on the given host and port.
* @param udp the place where the (references to the) UDP are stored
@@ -34,8 +28,8 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
/* Make sure socket is closed */
this->Close();
this->udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (this->udp == INVALID_SOCKET) {
this->sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (!this->IsConnected()) {
DEBUG(net, 0, "[udp] failed to start UDP listener");
return false;
}
@@ -44,9 +38,9 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(this->udp, FIONBIO, &blocking);
ioctlsocket(this->sock, FIONBIO, &blocking);
#else
setsockopt(this->udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
setsockopt(this->sock, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
@@ -55,7 +49,7 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(this->udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
if (bind(this->sock, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
@@ -64,7 +58,7 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(this->udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
setsockopt(this->sock, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
@@ -79,12 +73,17 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
*/
void NetworkUDPSocketHandler::Close()
{
if (this->udp == INVALID_SOCKET) return;
if (!this->IsConnected()) return;
closesocket(this->udp);
this->udp = INVALID_SOCKET;
closesocket(this->sock);
this->sock = INVALID_SOCKET;
}
NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
{
this->has_quit = true;
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a packet over UDP
@@ -99,7 +98,7 @@ void NetworkUDPSocketHandler::SendPacket(Packet *p, const struct sockaddr_in *re
NetworkSend_FillPacketSize(p);
/* Send the buffer */
res = sendto(this->udp, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
res = sendto(this->sock, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
/* Check for any errors, but ignore it otherwise */
if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
@@ -117,13 +116,13 @@ void NetworkUDPSocketHandler::ReceivePackets()
Packet p;
int packet_len;
if (this->udp == INVALID_SOCKET) return;
if (!this->IsConnected()) return;
packet_len = sizeof(p.buffer);
client_len = sizeof(client_addr);
/* Try to receive anything */
nbytes = recvfrom(this->udp, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
nbytes = recvfrom(this->sock, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
/* We got some bytes for the base header of the packet. */
if (nbytes > 2) {
@@ -170,9 +169,9 @@ void NetworkUDPSocketHandler::Send_GRFIdentifier(Packet *p, const GRFConfig *c)
void NetworkUDPSocketHandler::Recv_GRFIdentifier(Packet *p, GRFConfig *c)
{
uint j;
c->grfid = NetworkRecv_uint32(&this->cs, p);
c->grfid = NetworkRecv_uint32(this, p);
for (j = 0; j < sizeof(c->md5sum); j++) {
c->md5sum[j] = NetworkRecv_uint8(&this->cs, p);
c->md5sum[j] = NetworkRecv_uint8(this, p);
}
}
@@ -246,7 +245,7 @@ void NetworkUDPSocketHandler::Send_NetworkGameInfo(Packet *p, const NetworkGameI
*/
void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
{
info->game_info_version = NetworkRecv_uint8(&this->cs, p);
info->game_info_version = NetworkRecv_uint8(this, p);
/*
* Please observe the order.
@@ -260,7 +259,7 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
case 4: {
GRFConfig **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(&this->cs, p);
uint num_grfs = NetworkRecv_uint8(this, p);
for (i = 0; i < num_grfs; i++) {
GRFConfig *c = CallocT<GRFConfig>(1);
@@ -273,31 +272,31 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
}
} /* Fallthrough */
case 3:
info->game_date = NetworkRecv_uint32(&this->cs, p);
info->start_date = NetworkRecv_uint32(&this->cs, p);
info->game_date = NetworkRecv_uint32(this, p);
info->start_date = NetworkRecv_uint32(this, p);
/* Fallthrough */
case 2:
info->companies_max = NetworkRecv_uint8 (&this->cs, p);
info->companies_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_max = NetworkRecv_uint8 (&this->cs, p);
info->companies_max = NetworkRecv_uint8 (this, p);
info->companies_on = NetworkRecv_uint8 (this, p);
info->spectators_max = NetworkRecv_uint8 (this, p);
/* Fallthrough */
case 1:
NetworkRecv_string(&this->cs, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(&this->cs, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (&this->cs, p);
info->use_password = NetworkRecv_uint8 (&this->cs, p);
info->clients_max = NetworkRecv_uint8 (&this->cs, p);
info->clients_on = NetworkRecv_uint8 (&this->cs, p);
info->spectators_on = NetworkRecv_uint8 (&this->cs, p);
NetworkRecv_string(this, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(this, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (this, p);
info->use_password = NetworkRecv_uint8 (this, p);
info->clients_max = NetworkRecv_uint8 (this, p);
info->clients_on = NetworkRecv_uint8 (this, p);
info->spectators_on = NetworkRecv_uint8 (this, p);
if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
info->game_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->game_date = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
}
NetworkRecv_string(&this->cs, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(&this->cs, p);
info->map_height = NetworkRecv_uint16(&this->cs, p);
info->map_set = NetworkRecv_uint8 (&this->cs, p);
info->dedicated = (NetworkRecv_uint8(&this->cs, p) != 0);
NetworkRecv_string(this, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(this, p);
info->map_height = NetworkRecv_uint16(this, p);
info->map_set = NetworkRecv_uint8 (this, p);
info->dedicated = (NetworkRecv_uint8(this, p) != 0);
}
}
@@ -313,13 +312,12 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
{
PacketUDPType type;
/* Fake a client, so we can see when there is an illegal packet */
this->cs.socket = INVALID_SOCKET;
this->cs.has_quit = false;
/* New packet == new client, which has not quit yet */
this->has_quit = false;
type = (PacketUDPType)NetworkRecv_uint8(&this->cs, p);
type = (PacketUDPType)NetworkRecv_uint8(this, p);
switch (this->cs.has_quit ? PACKET_UDP_END : type) {
switch (this->HasClientQuit() ? PACKET_UDP_END : type) {
UDP_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
UDP_COMMAND(PACKET_UDP_SERVER_RESPONSE);
UDP_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
@@ -333,7 +331,7 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
UDP_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
default:
if (!this->cs.has_quit) {
if (this->HasClientQuit()) {
DEBUG(net, 0, "[udp] received invalid packet type %d from %s:%d", type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
} else {
DEBUG(net, 0, "[udp] received illegal packet from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
@@ -351,8 +349,8 @@ void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, const struct sockaddr_i
#define DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(type) \
void NetworkUDPSocketHandler::NetworkPacketReceive_## type ##_command(\
Packet *p, const struct sockaddr_in *client_addr) { \
DEBUG(net, 0, "[udp] received packet on wrong port from %s:%d", \
inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
DEBUG(net, 0, "[udp] received packet type %d on wrong port from %s:%d", \
type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
}
DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);

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@@ -6,11 +6,11 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "game.h"
#include "packet.h"
#include "../../newgrf_config.h"
#include "../../debug.h"
#include "../network_data.h"
/**
* @file udp.h Basic functions to receive and send UDP packets.
@@ -91,11 +91,11 @@ enum PacketUDPType {
#define DECLARE_UDP_RECEIVE_COMMAND(type) virtual void NetworkPacketReceive_## type ##_command(Packet *p, const struct sockaddr_in *)
class NetworkUDPSocketHandler {
private:
SOCKET udp;
/** Base socket handler for all UDP sockets */
class NetworkUDPSocketHandler : public NetworkSocketHandler {
protected:
NetworkClientState cs;
NetworkRecvStatus CloseConnection();
/* Declare all possible packets here. If it can be received by the
* a specific handler, it has to be implemented. */
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
@@ -121,10 +121,8 @@ protected:
*/
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
public:
NetworkUDPSocketHandler();
virtual ~NetworkUDPSocketHandler() { this->Close(); }
bool IsListening() { return this->udp != INVALID_SOCKET; }
bool Listen(uint32 host, uint16 port, bool broadcast);
void Close();