Change: [Network] Encapsulate logic about the connection string to the network code (#23)

This commit is contained in:
rubidium42
2021-04-29 16:43:13 +02:00
committed by Patric Stout
parent be37a2cab8
commit a61696d6c5
6 changed files with 33 additions and 46 deletions

View File

@@ -490,10 +490,10 @@ void ParseFullConnectionString(const char **company, const char **port, char *co
* @param default_port The default port to set port to if not in connection_string.
* @return A valid NetworkAddress of the parsed information.
*/
NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port)
{
char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
const char *port = nullptr;
ParseFullConnectionString(nullptr, &port, internal_connection_string);
@@ -512,10 +512,10 @@ NetworkAddress ParseConnectionString(const char *connection_string, int default_
* @param default_port The default port to set port to if not in connection_string.
* @return A valid NetworkAddress of the parsed information.
*/
NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port)
{
char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
const char *port_s = nullptr;
const char *company_s = nullptr;
@@ -693,6 +693,20 @@ public:
}
};
void NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password, const char *join_company_password)
{
CompanyID join_as = default_company;
NetworkAddress address = ParseGameConnectionString(&join_as, connection_string, NETWORK_DEFAULT_PORT);
if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
return;
}
}
NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
}
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
@@ -1063,10 +1077,12 @@ static void NetworkGenerateServerId()
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(NetworkAddress &address)
void NetworkStartDebugLog(const std::string &connection_string)
{
extern SOCKET _debug_socket; // Comes from debug.c
NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT);
DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
SOCKET s = address.Connect();