(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:
@@ -5,9 +5,61 @@
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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bool NetworkCoreInitialize(void);
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void NetworkCoreShutdown(void);
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typedef enum {
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
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NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
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NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
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NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
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NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
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} NetworkRecvStatus;
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/**
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* SocketHandler for all network sockets in OpenTTD.
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*/
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class NetworkSocketHandler {
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public:
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/* TODO: make socket & has_quit protected once the TCP stuff
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*is in a real class too */
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bool has_quit; ///< Whether the current client has quit/send a bad packet
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SOCKET sock; ///< The socket currently connected to
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public:
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NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
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virtual ~NetworkSocketHandler() { this->Close(); }
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/** Really close the socket */
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virtual void Close() {}
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/**
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* Close the current connection; for TCP this will be mostly equivalent
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* to Close(), but for UDP it just means the packet has to be dropped.
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* @return new status of the connection.
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*/
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virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
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/**
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* Whether this socket is currently bound to a socket.
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* @return true when the socket is bound, false otherwise
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*/
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bool IsConnected() { return this->sock != INVALID_SOCKET; }
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/**
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* Whether the current client connected to the socket has quit.
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* In the case of UDP, for example, once a client quits (send bad
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* data), the socket in not closed; only the packet is dropped.
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* @return true when the current client has quit, false otherwise
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*/
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bool HasClientQuit() { return this->has_quit; }
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_H */
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@@ -6,7 +6,6 @@
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#include "../../macros.h"
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#include "../../string.h"
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#include "../../helpers.hpp"
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#include "../network_data.h"
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#include "packet.h"
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@@ -111,17 +110,15 @@ void NetworkSend_string(Packet *packet, const char* data)
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*/
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extern NetworkRecvStatus CloseConnection(NetworkClientState *cs);
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/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
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static inline bool CanReadFromPacket(NetworkClientState *cs, const Packet *packet, const uint bytes_to_read)
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static inline bool CanReadFromPacket(NetworkSocketHandler *cs, const Packet *packet, const uint bytes_to_read)
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{
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/* Don't allow reading from a closed socket */
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if (HasClientQuit(cs)) return false;
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/* Don't allow reading from a quit client/client who send bad data */
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if (cs->HasClientQuit()) return false;
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/* Check if variable is within packet-size */
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if (packet->pos + bytes_to_read > packet->size) {
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CloseConnection(cs);
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cs->CloseConnection();
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return false;
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}
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@@ -138,7 +135,7 @@ void NetworkRecv_ReadPacketSize(Packet *packet)
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packet->size += (uint16)packet->buffer[1] << 8;
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}
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uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
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uint8 NetworkRecv_uint8(NetworkSocketHandler *cs, Packet *packet)
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{
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uint8 n;
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@@ -148,7 +145,7 @@ uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
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return n;
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}
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uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
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uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet)
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{
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uint16 n;
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@@ -159,7 +156,7 @@ uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
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return n;
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}
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uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
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uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet)
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{
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uint32 n;
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@@ -172,7 +169,7 @@ uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
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return n;
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}
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uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
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uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet)
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{
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uint64 n;
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@@ -190,13 +187,13 @@ uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
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}
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/** Reads a string till it finds a '\0' in the stream */
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void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
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void NetworkRecv_string(NetworkSocketHandler *cs, Packet *p, char *buffer, size_t size)
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{
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PacketSize pos;
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char *bufp = buffer;
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/* Don't allow reading from a closed socket */
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if (HasClientQuit(cs)) return;
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if (cs->HasClientQuit()) return;
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pos = p->pos;
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while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
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@@ -6,23 +6,12 @@
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#ifdef ENABLE_NETWORK
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#include "config.h"
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#include "core.h"
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/**
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* @file packet.h Basic functions to create, fill and read packets.
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*/
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typedef struct NetworkClientState NetworkClientState;
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/**
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* Queries the network client state struct to determine whether
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* the client has quit. It indirectly also queries whether the
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* packet is corrupt as the connection will be closed if it is
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* reading beyond the boundary of the received packet.
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* @param cs the state to query
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* @param true if the connection should be considered dropped
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*/
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bool HasClientQuit(const NetworkClientState *cs);
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typedef uint16 PacketSize; ///< Size of the whole packet.
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typedef uint8 PacketType; ///< Identifier for the packet
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@@ -58,11 +47,11 @@ void NetworkSend_uint64(Packet *packet, uint64 data);
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void NetworkSend_string(Packet *packet, const char* data);
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void NetworkRecv_ReadPacketSize(Packet *packet);
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uint8 NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
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uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
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uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
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uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
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void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
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uint8 NetworkRecv_uint8 (NetworkSocketHandler *cs, Packet *packet);
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uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet);
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uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet);
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uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet);
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void NetworkRecv_string(NetworkSocketHandler *cs, Packet *packet, char* buffer, size_t size);
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#endif /* ENABLE_NETWORK */
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@@ -18,6 +18,26 @@
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* @file tcp.c Basic functions to receive and send TCP packets.
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*/
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/** Very ugly temporary hack !!! */
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void NetworkTCPSocketHandler::Initialize()
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{
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this->sock = INVALID_SOCKET;
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this->index = 0;
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this->last_frame = 0;
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this->last_frame_server = 0;
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this->lag_test = 0;
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this->status = STATUS_INACTIVE;
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this->has_quit = false;
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this->writable = false;
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this->packet_queue = NULL;
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this->packet_recv = NULL;
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this->command_queue = NULL;
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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@@ -25,10 +45,11 @@
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* For servers: close connection and that is it
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* @param cs the client to close the connection of
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus CloseConnection(NetworkClientState *cs)
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NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection()
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{
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NetworkCloseClient(cs);
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NetworkCloseClient(this);
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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@@ -42,16 +63,6 @@ NetworkRecvStatus CloseConnection(NetworkClientState *cs)
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Whether the client has quit or not (used in packet.c)
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* @param cs the client to check
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* @return true if the client has quit
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*/
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bool HasClientQuit(const NetworkClientState *cs)
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{
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return cs->has_quit;
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}
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/**
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* This function puts the packet in the send-queue and it is send as
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* soon as possible. This is the next tick, or maybe one tick later
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@@ -59,7 +70,7 @@ bool HasClientQuit(const NetworkClientState *cs)
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* @param packet the packet to send
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* @param cs the client to send to
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*/
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void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
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void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs)
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{
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Packet *p;
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assert(packet != NULL);
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@@ -89,31 +100,31 @@ void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
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* 3) sending took too long
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* @param cs the client to send the packets for
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*/
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bool NetworkSend_Packets(NetworkClientState *cs)
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bool NetworkSend_Packets(NetworkTCPSocketHandler *cs)
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{
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ssize_t res;
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Packet *p;
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/* We can not write to this socket!! */
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if (!cs->writable) return false;
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if (cs->socket == INVALID_SOCKET) return false;
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if (!cs->IsConnected()) return false;
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p = cs->packet_queue;
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while (p != NULL) {
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res = send(cs->socket, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
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res = send(cs->sock, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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/* Something went wrong.. close client! */
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DEBUG(net, 0, "send failed with error %d", err);
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CloseConnection(cs);
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cs->CloseConnection();
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return false;
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}
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return true;
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}
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if (res == 0) {
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/* Client/server has left us :( */
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CloseConnection(cs);
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cs->CloseConnection();
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return false;
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}
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@@ -139,14 +150,14 @@ bool NetworkSend_Packets(NetworkClientState *cs)
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* @param status the variable to store the status into
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* @return the received packet (or NULL when it didn't receive one)
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*/
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Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status)
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{
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ssize_t res;
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Packet *p;
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*status = NETWORK_RECV_STATUS_OKAY;
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if (cs->socket == INVALID_SOCKET) return NULL;
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if (!cs->IsConnected()) return NULL;
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if (cs->packet_recv == NULL) {
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cs->packet_recv = MallocT<Packet>(1);
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@@ -161,14 +172,14 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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/* Read packet size */
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if (p->pos < sizeof(PacketSize)) {
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while (p->pos < sizeof(PacketSize)) {
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/* Read the size of the packet */
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res = recv(cs->socket, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
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/* Read the size of the packet */
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res = recv(cs->sock, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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/* Something went wrong... (104 is connection reset by peer) */
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if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
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*status = CloseConnection(cs);
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*status = cs->CloseConnection();
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return NULL;
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}
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/* Connection would block, so stop for now */
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@@ -176,7 +187,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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}
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if (res == 0) {
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/* Client/server has left */
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*status = CloseConnection(cs);
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*status = cs->CloseConnection();
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return NULL;
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}
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p->pos += res;
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@@ -185,20 +196,20 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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NetworkRecv_ReadPacketSize(p);
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if (p->size > SEND_MTU) {
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*status = CloseConnection(cs);
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*status = cs->CloseConnection();
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return NULL;
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}
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}
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/* Read rest of packet */
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while (p->pos < p->size) {
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res = recv(cs->socket, (char*)p->buffer + p->pos, p->size - p->pos, 0);
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res = recv(cs->sock, (char*)p->buffer + p->pos, p->size - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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/* Something went wrong... (104 is connection reset by peer) */
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if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
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*status = CloseConnection(cs);
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*status = cs->CloseConnection();
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return NULL;
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}
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/* Connection would block */
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@@ -206,7 +217,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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}
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if (res == 0) {
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/* Client/server has left */
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*status = CloseConnection(cs);
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*status = cs->CloseConnection();
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return NULL;
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}
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@@ -6,6 +6,7 @@
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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#include "core.h"
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#include "packet.h"
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/**
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@@ -54,9 +55,54 @@ enum {
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PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
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Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
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bool NetworkSend_Packets(NetworkClientState *cs);
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typedef struct CommandPacket {
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struct CommandPacket *next;
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PlayerByte player; ///< player that is executing the command
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uint32 cmd; ///< command being executed
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uint32 p1; ///< parameter p1
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uint32 p2; ///< parameter p2
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TileIndex tile; ///< tile command being executed on
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char text[80];
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uint32 frame; ///< the frame in which this packet is executed
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byte callback; ///< any callback function executed upon successful completion of the command
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} CommandPacket;
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typedef enum {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_AUTH, ///< The client is authorized
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is an active player in the game
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} ClientStatus;
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/** Base socket handler for all TCP sockets */
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class NetworkTCPSocketHandler : public NetworkSocketHandler {
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/* TODO: rewrite into a proper class */
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public:
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uint16 index;
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uint32 last_frame;
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uint32 last_frame_server;
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byte lag_test; // This byte is used for lag-testing the client
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ClientStatus status;
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bool writable; // is client ready to write to?
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Packet *packet_queue; // Packets that are awaiting delivery
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Packet *packet_recv; // Partially received packet
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CommandPacket *command_queue; // The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection();
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void Initialize();
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};
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void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs);
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Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status);
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bool NetworkSend_Packets(NetworkTCPSocketHandler *cs);
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#endif /* ENABLE_NETWORK */
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|
@@ -13,12 +13,6 @@
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* @file udp.c Basic functions to receive and send UDP packets.
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*/
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/** Initialize the sockets with an INVALID_SOCKET */
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NetworkUDPSocketHandler::NetworkUDPSocketHandler()
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{
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this->udp = INVALID_SOCKET;
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}
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/**
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* Start listening on the given host and port.
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* @param udp the place where the (references to the) UDP are stored
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@@ -34,8 +28,8 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
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/* Make sure socket is closed */
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this->Close();
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this->udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (this->udp == INVALID_SOCKET) {
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this->sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (!this->IsConnected()) {
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DEBUG(net, 0, "[udp] failed to start UDP listener");
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return false;
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}
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@@ -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);
|
||||
|
@@ -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();
|
||||
|
||||
|
Reference in New Issue
Block a user