Add: use Game Coordinator to annouce public servers
This commit is contained in:

committed by
Patric Stout

parent
e1e2212e0e
commit
b1280fd17e
@@ -20,6 +20,8 @@ add_files(
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tcp_content.cpp
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tcp_content.h
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tcp_content_type.h
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tcp_coordinator.cpp
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tcp_coordinator.h
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tcp_game.cpp
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tcp_game.h
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tcp_http.cpp
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@@ -14,6 +14,8 @@
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/** DNS hostname of the masterserver */
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static const char * const NETWORK_MASTER_SERVER_HOST = "master.openttd.org";
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/** DNS hostname of the Game Coordinator server */
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static const char * const NETWORK_COORDINATOR_SERVER_HOST = "coordinator.openttd.org";
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/** DNS hostname of the content server */
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static const char * const NETWORK_CONTENT_SERVER_HOST = "content.openttd.org";
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/** DNS hostname of the HTTP-content mirror server */
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@@ -23,14 +25,15 @@ static const char * const NETWORK_CONTENT_MIRROR_URL = "/bananas";
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/** Message sent to the masterserver to 'identify' this client as OpenTTD */
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static const char * const NETWORK_MASTER_SERVER_WELCOME_MESSAGE = "OpenTTDRegister";
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static const uint16 NETWORK_MASTER_SERVER_PORT = 3978; ///< The default port of the master server (UDP)
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static const uint16 NETWORK_CONTENT_SERVER_PORT = 3978; ///< The default port of the content server (TCP)
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static const uint16 NETWORK_CONTENT_MIRROR_PORT = 80; ///< The default port of the content mirror (TCP)
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static const uint16 NETWORK_DEFAULT_PORT = 3979; ///< The default port of the game server (TCP & UDP)
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static const uint16 NETWORK_ADMIN_PORT = 3977; ///< The default port for admin network
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static const uint16 NETWORK_DEFAULT_DEBUGLOG_PORT = 3982; ///< The default port debug-log is sent to (TCP)
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static const uint16 NETWORK_MASTER_SERVER_PORT = 3978; ///< The default port of the master server (UDP)
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static const uint16 NETWORK_COORDINATOR_SERVER_PORT = 3976; ///< The default port of the Game Coordinator server (TCP)
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static const uint16 NETWORK_CONTENT_SERVER_PORT = 3978; ///< The default port of the content server (TCP)
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static const uint16 NETWORK_CONTENT_MIRROR_PORT = 80; ///< The default port of the content mirror (TCP)
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static const uint16 NETWORK_DEFAULT_PORT = 3979; ///< The default port of the game server (TCP & UDP)
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static const uint16 NETWORK_ADMIN_PORT = 3977; ///< The default port for admin network
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static const uint16 NETWORK_DEFAULT_DEBUGLOG_PORT = 3982; ///< The default port debug-log is sent to (TCP)
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static const uint16 UDP_MTU = 1460; ///< Number of bytes we can pack in a single UDP packet
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static const uint16 UDP_MTU = 1460; ///< Number of bytes we can pack in a single UDP packet
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/*
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* Technically a TCP packet could become 64kiB, however the high bit is kept so it becomes possible in the future
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* to go to (significantly) larger packets if needed. This would entail a strategy such as employed for UTF-8.
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@@ -45,40 +48,42 @@ static const uint16 UDP_MTU = 1460; ///< Number of
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* Send_uint16(GB(size, 16, 14) | 0b10 << 14)
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* Send_uint16(GB(size, 0, 16))
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*/
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static const uint16 TCP_MTU = 32767; ///< Number of bytes we can pack in a single TCP packet
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static const uint16 COMPAT_MTU = 1460; ///< Number of bytes we can pack in a single packet for backward compatibility
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static const uint16 TCP_MTU = 32767; ///< Number of bytes we can pack in a single TCP packet
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static const uint16 COMPAT_MTU = 1460; ///< Number of bytes we can pack in a single packet for backward compatibility
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static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use?
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static const byte NETWORK_GAME_INFO_VERSION = 4; ///< What version of game-info do we use?
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static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this?
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static const byte NETWORK_MASTER_SERVER_VERSION = 2; ///< What version of master-server-protocol do we use?
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static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use?
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static const byte NETWORK_GAME_INFO_VERSION = 4; ///< What version of game-info do we use?
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static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this?
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static const byte NETWORK_MASTER_SERVER_VERSION = 2; ///< What version of master-server-protocol do we use?
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static const byte NETWORK_COORDINATOR_VERSION = 1; ///< What version of game-coordinator-protocol do we use?
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static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
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static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_LENGTH = 80; ///< The maximum length of the host name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_PORT_LENGTH = 80 + 6; ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536)
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static const uint NETWORK_SERVER_ID_LENGTH = 33; ///< The maximum length of the network id of the servers, in bytes including '\0'
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static const uint NETWORK_REVISION_LENGTH = 33; ///< The maximum length of the revision, in bytes including '\0'
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static const uint NETWORK_PASSWORD_LENGTH = 33; ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
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static const uint NETWORK_CLIENTS_LENGTH = 200; ///< The maximum length for the list of clients that controls a company, in bytes including '\0'
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static const uint NETWORK_CLIENT_NAME_LENGTH = 25; ///< The maximum length of a client's name, in bytes including '\0'
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static const uint NETWORK_RCONCOMMAND_LENGTH = 500; ///< The maximum length of a rconsole command, in bytes including '\0'
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static const uint NETWORK_GAMESCRIPT_JSON_LENGTH = COMPAT_MTU-3; ///< The maximum length of a gamescript json string, in bytes including '\0'. Must not be longer than COMPAT_MTU including header (3 bytes)
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static const uint NETWORK_CHAT_LENGTH = 900; ///< The maximum length of a chat message, in bytes including '\0'
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static const uint NETWORK_CONTENT_FILENAME_LENGTH = 48; ///< The maximum length of a content's filename, in bytes including '\0'.
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static const uint NETWORK_CONTENT_NAME_LENGTH = 32; ///< The maximum length of a content's name, in bytes including '\0'.
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static const uint NETWORK_CONTENT_VERSION_LENGTH = 16; ///< The maximum length of a content's version, in bytes including '\0'.
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static const uint NETWORK_CONTENT_URL_LENGTH = 96; ///< The maximum length of a content's url, in bytes including '\0'.
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static const uint NETWORK_CONTENT_DESC_LENGTH = 512; ///< The maximum length of a content's description, in bytes including '\0'.
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static const uint NETWORK_CONTENT_TAG_LENGTH = 32; ///< The maximum length of a content's tag, in bytes including '\0'.
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static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
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static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_LENGTH = 80; ///< The maximum length of the host name, in bytes including '\0'
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static const uint NETWORK_HOSTNAME_PORT_LENGTH = 80 + 6; ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536)
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static const uint NETWORK_SERVER_ID_LENGTH = 33; ///< The maximum length of the network id of the servers, in bytes including '\0'
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static const uint NETWORK_REVISION_LENGTH = 33; ///< The maximum length of the revision, in bytes including '\0'
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static const uint NETWORK_PASSWORD_LENGTH = 33; ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
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static const uint NETWORK_CLIENTS_LENGTH = 200; ///< The maximum length for the list of clients that controls a company, in bytes including '\0'
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static const uint NETWORK_CLIENT_NAME_LENGTH = 25; ///< The maximum length of a client's name, in bytes including '\0'
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static const uint NETWORK_RCONCOMMAND_LENGTH = 500; ///< The maximum length of a rconsole command, in bytes including '\0'
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static const uint NETWORK_GAMESCRIPT_JSON_LENGTH = COMPAT_MTU - 3; ///< The maximum length of a gamescript json string, in bytes including '\0'. Must not be longer than COMPAT_MTU including header (3 bytes)
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static const uint NETWORK_CHAT_LENGTH = 900; ///< The maximum length of a chat message, in bytes including '\0'
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static const uint NETWORK_CONTENT_FILENAME_LENGTH = 48; ///< The maximum length of a content's filename, in bytes including '\0'.
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static const uint NETWORK_CONTENT_NAME_LENGTH = 32; ///< The maximum length of a content's name, in bytes including '\0'.
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static const uint NETWORK_CONTENT_VERSION_LENGTH = 16; ///< The maximum length of a content's version, in bytes including '\0'.
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static const uint NETWORK_CONTENT_URL_LENGTH = 96; ///< The maximum length of a content's url, in bytes including '\0'.
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static const uint NETWORK_CONTENT_DESC_LENGTH = 512; ///< The maximum length of a content's description, in bytes including '\0'.
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static const uint NETWORK_CONTENT_TAG_LENGTH = 32; ///< The maximum length of a content's tag, in bytes including '\0'.
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static const uint NETWORK_ERROR_DETAIL_LENGTH = 100; ///< The maximum length of the error detail, in bytes including '\0'
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static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maximum length of the name of a GRF
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static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maximum length of the name of a GRF
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/**
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* Maximum number of GRFs that can be sent.
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* This limit is reached when PACKET_UDP_SERVER_RESPONSE reaches the maximum size of UDP_MTU bytes.
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*/
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static const uint NETWORK_MAX_GRF_COUNT = 62;
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static const uint NETWORK_MAX_GRF_COUNT = 62;
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/**
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* The number of landscapes in OpenTTD.
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@@ -88,6 +93,6 @@ static const uint NETWORK_MAX_GRF_COUNT = 62;
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* there is a compile assertion to check that this NUM_LANDSCAPE is equal
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* to NETWORK_NUM_LANDSCAPES.
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*/
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static const uint NETWORK_NUM_LANDSCAPES = 4;
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static const uint NETWORK_NUM_LANDSCAPES = 4;
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#endif /* NETWORK_CORE_CONFIG_H */
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80
src/network/core/tcp_coordinator.cpp
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80
src/network/core/tcp_coordinator.cpp
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@@ -0,0 +1,80 @@
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file tcp_coordinator.cpp Basic functions to receive and send Game Coordinator packets.
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*/
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#include "../../stdafx.h"
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#include "../../date_func.h"
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#include "../../debug.h"
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#include "tcp_coordinator.h"
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#include "../../safeguards.h"
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/**
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* Handle the given packet, i.e. pass it to the right.
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* parser receive command.
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* @param p The packet to handle.
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* @return True iff we should immediately handle further packets.
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*/
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bool NetworkCoordinatorSocketHandler::HandlePacket(Packet *p)
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{
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PacketCoordinatorType type = (PacketCoordinatorType)p->Recv_uint8();
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switch (type) {
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case PACKET_COORDINATOR_GC_ERROR: return this->Receive_GC_ERROR(p);
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case PACKET_COORDINATOR_SERVER_REGISTER: return this->Receive_SERVER_REGISTER(p);
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case PACKET_COORDINATOR_GC_REGISTER_ACK: return this->Receive_GC_REGISTER_ACK(p);
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case PACKET_COORDINATOR_SERVER_UPDATE: return this->Receive_SERVER_UPDATE(p);
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default:
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Debug(net, 0, "[tcp/coordinator] Received invalid packet type {}", type);
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return false;
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}
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}
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/**
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* Receive a packet at TCP level.
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* @return Whether at least one packet was received.
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*/
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bool NetworkCoordinatorSocketHandler::ReceivePackets()
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{
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/*
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* We read only a few of the packets. This allows the GUI to update when
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* a large set of servers is being received. Otherwise the interface
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* "hangs" while the game is updating the server-list.
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*
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* What arbitrary number to choose is the ultimate question though.
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*/
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Packet *p;
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static const int MAX_PACKETS_TO_RECEIVE = 42;
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int i = MAX_PACKETS_TO_RECEIVE;
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while (--i != 0 && (p = this->ReceivePacket()) != nullptr) {
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bool cont = this->HandlePacket(p);
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delete p;
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if (!cont) return true;
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}
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return i != MAX_PACKETS_TO_RECEIVE - 1;
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}
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/**
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* Helper for logging receiving invalid packets.
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* @param type The received packet type.
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* @return Always false, as it's an error.
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*/
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bool NetworkCoordinatorSocketHandler::ReceiveInvalidPacket(PacketCoordinatorType type)
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{
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Debug(net, 0, "[tcp/coordinator] Received illegal packet type {}", type);
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return false;
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}
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bool NetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_ERROR); }
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bool NetworkCoordinatorSocketHandler::Receive_SERVER_REGISTER(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_REGISTER); }
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bool NetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_REGISTER_ACK); }
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bool NetworkCoordinatorSocketHandler::Receive_SERVER_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_UPDATE); }
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115
src/network/core/tcp_coordinator.h
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115
src/network/core/tcp_coordinator.h
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@@ -0,0 +1,115 @@
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file tcp_coordinator.h Basic functions to receive and send TCP packets to/from the Game Coordinator server.
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*/
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#ifndef NETWORK_CORE_TCP_COORDINATOR_H
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#define NETWORK_CORE_TCP_COORDINATOR_H
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#include "os_abstraction.h"
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#include "tcp.h"
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#include "packet.h"
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#include "game_info.h"
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/**
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* Enum with all types of TCP Game Coordinator packets. The order MUST not be changed.
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*
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* GC -> packets from Game Coordinator to either Client or Server.
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* SERVER -> packets from Server to Game Coordinator.
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* CLIENT -> packets from Client to Game Coordinator.
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**/
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enum PacketCoordinatorType {
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PACKET_COORDINATOR_GC_ERROR, ///< Game Coordinator indicates there was an error.
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PACKET_COORDINATOR_SERVER_REGISTER, ///< Server registration.
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PACKET_COORDINATOR_GC_REGISTER_ACK, ///< Game Coordinator accepts the registration.
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PACKET_COORDINATOR_SERVER_UPDATE, ///< Server sends an set intervals an update of the server.
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PACKET_COORDINATOR_END, ///< Must ALWAYS be on the end of this list!! (period).
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};
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/**
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* The type of connection the Game Coordinator can detect we have.
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*/
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enum ConnectionType {
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CONNECTION_TYPE_UNKNOWN, ///< The Game Coordinator hasn't informed us yet what type of connection we have.
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CONNECTION_TYPE_ISOLATED, ///< The Game Coordinator failed to find a way to connect to your server. Nobody will be able to join.
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CONNECTION_TYPE_DIRECT, ///< The Game Coordinator can directly connect to your server.
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};
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/**
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* The type of error from the Game Coordinator.
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*/
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enum NetworkCoordinatorErrorType {
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NETWORK_COORDINATOR_ERROR_UNKNOWN, ///< There was an unknown error.
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NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED, ///< Your request for registration failed.
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};
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/** Base socket handler for all Game Coordinator TCP sockets. */
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class NetworkCoordinatorSocketHandler : public NetworkTCPSocketHandler {
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protected:
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bool ReceiveInvalidPacket(PacketCoordinatorType type);
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/**
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* Game Coordinator indicates there was an error. This can either be a
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* permanent error causing the connection to be dropped, or in response
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* to a request that is invalid.
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*
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* uint8 Type of error (see NetworkCoordinatorErrorType).
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* string Details of the error.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_GC_ERROR(Packet *p);
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/**
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* Server is starting a multiplayer game and wants to let the
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* Game Coordinator know.
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*
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* uint8 Game Coordinator protocol version.
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* uint8 Type of game (see ServerGameType).
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* uint16 Local port of the server.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_SERVER_REGISTER(Packet *p);
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/**
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* Game Coordinator acknowledges the registration.
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*
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* uint8 Type of connection was detected (see ConnectionType).
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_GC_REGISTER_ACK(Packet *p);
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/**
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* Send an update of the current state of the server to the Game Coordinator.
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*
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* uint8 Game Coordinator protocol version.
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* Serialized NetworkGameInfo. See game_info.hpp for details.
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*
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* @param p The packet that was just received.
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* @return True upon success, otherwise false.
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*/
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virtual bool Receive_SERVER_UPDATE(Packet *p);
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bool HandlePacket(Packet *p);
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public:
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/**
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* Create a new cs socket handler for a given cs.
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* @param s The socket we are connected with.
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*/
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NetworkCoordinatorSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {}
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bool ReceivePackets();
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};
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#endif /* NETWORK_CORE_TCP_COORDINATOR_H */
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