Feature: join servers based on their invite code
This removes the need to know a server IP to join it. Invite codes are small (~7 characters) indentifiers for servers, which can be exchanged with other players to join the servers.
This commit is contained in:

committed by
Patric Stout

parent
1baec41542
commit
e4d216e44b
@@ -1,4 +1,3 @@
|
||||
|
||||
/*
|
||||
* This file is part of OpenTTD.
|
||||
* 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.
|
||||
@@ -27,13 +26,41 @@
|
||||
static const auto NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES = std::chrono::seconds(30); ///< How many time between updates the server sends to the Game Coordinator.
|
||||
ClientNetworkCoordinatorSocketHandler _network_coordinator_client; ///< The connection to the Game Coordinator.
|
||||
ConnectionType _network_server_connection_type = CONNECTION_TYPE_UNKNOWN; ///< What type of connection the Game Coordinator detected we are on.
|
||||
std::string _network_server_invite_code = ""; ///< Our invite code as indicated by the Game Coordinator.
|
||||
|
||||
/** Connect to a game server by IP:port. */
|
||||
class NetworkDirectConnecter : public TCPConnecter {
|
||||
private:
|
||||
std::string token; ///< Token of this connection.
|
||||
uint8 tracking_number; ///< Tracking number of this connection.
|
||||
|
||||
public:
|
||||
/**
|
||||
* Try to establish a direct (hostname:port based) connection.
|
||||
* @param hostname The hostname of the server.
|
||||
* @param port The port of the server.
|
||||
* @param token The token as given by the Game Coordinator to track this connection attempt.
|
||||
* @param tracking_number The tracking number as given by the Game Coordinator to track this connection attempt.
|
||||
*/
|
||||
NetworkDirectConnecter(const std::string &hostname, uint16 port, const std::string &token, uint8 tracking_number) : TCPConnecter(hostname, port), token(token), tracking_number(tracking_number) {}
|
||||
|
||||
void OnFailure() override
|
||||
{
|
||||
_network_coordinator_client.ConnectFailure(this->token, this->tracking_number);
|
||||
}
|
||||
|
||||
void OnConnect(SOCKET s) override
|
||||
{
|
||||
_network_coordinator_client.ConnectSuccess(this->token, s);
|
||||
}
|
||||
};
|
||||
|
||||
/** Connect to the Game Coordinator server. */
|
||||
class NetworkCoordinatorConnecter : TCPConnecter {
|
||||
public:
|
||||
/**
|
||||
* Initiate the connecting.
|
||||
* @param address The address of the Game Coordinator server.
|
||||
* @param connection_string The address of the Game Coordinator server.
|
||||
*/
|
||||
NetworkCoordinatorConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_COORDINATOR_SERVER_PORT) {}
|
||||
|
||||
@@ -73,6 +100,20 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
|
||||
this->CloseConnection();
|
||||
return false;
|
||||
|
||||
case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE: {
|
||||
/* Find the connecter based on the invite code. */
|
||||
auto connecter_it = this->connecter_pre.find(detail);
|
||||
if (connecter_it == this->connecter_pre.end()) return true;
|
||||
this->connecter_pre.erase(connecter_it);
|
||||
|
||||
/* Mark the server as offline. */
|
||||
NetworkGameList *item = NetworkGameListAddItem(detail);
|
||||
item->online = false;
|
||||
|
||||
UpdateNetworkGameWindow();
|
||||
return true;
|
||||
}
|
||||
|
||||
default:
|
||||
Debug(net, 0, "Invalid error type {} received from Game Coordinator", error);
|
||||
this->CloseConnection();
|
||||
@@ -85,12 +126,21 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
|
||||
/* Schedule sending an update. */
|
||||
this->next_update = std::chrono::steady_clock::now();
|
||||
|
||||
_settings_client.network.server_invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
|
||||
_settings_client.network.server_invite_code_secret = p->Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH);
|
||||
_network_server_connection_type = (ConnectionType)p->Recv_uint8();
|
||||
|
||||
if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
|
||||
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL, WL_ERROR);
|
||||
}
|
||||
|
||||
/* Users can change the invite code in the settings, but this has no effect
|
||||
* on the invite code as assigned by the server. So
|
||||
* _network_server_invite_code contains the current invite code,
|
||||
* and _settings_client.network.server_invite_code contains the one we will
|
||||
* attempt to re-use when registering again. */
|
||||
_network_server_invite_code = _settings_client.network.server_invite_code;
|
||||
|
||||
SetWindowDirty(WC_CLIENT_LIST, 0);
|
||||
|
||||
if (_network_dedicated) {
|
||||
@@ -107,7 +157,10 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
|
||||
Debug(net, 3, "Your server is now registered with the Game Coordinator:");
|
||||
Debug(net, 3, " Game type: Public");
|
||||
Debug(net, 3, " Connection type: {}", connection_type);
|
||||
Debug(net, 3, " Invite code: {}", _network_server_invite_code);
|
||||
Debug(net, 3, "----------------------------------------");
|
||||
} else {
|
||||
Debug(net, 3, "Game Coordinator registered our server with invite code '{}'", _network_server_invite_code);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -130,7 +183,7 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
|
||||
NetworkGameInfo ngi = {};
|
||||
DeserializeNetworkGameInfo(p, &ngi);
|
||||
|
||||
/* Now we know the join-key, we can add it to our list. */
|
||||
/* Now we know the connection string, we can add it to our list. */
|
||||
NetworkGameList *item = NetworkGameListAddItem(connection_string);
|
||||
|
||||
/* Clear any existing GRFConfig chain. */
|
||||
@@ -149,6 +202,58 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
|
||||
{
|
||||
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
|
||||
std::string invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
|
||||
|
||||
/* Find the connecter based on the invite code. */
|
||||
auto connecter_it = this->connecter_pre.find(invite_code);
|
||||
if (connecter_it == this->connecter_pre.end()) {
|
||||
this->CloseConnection();
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Now store it based on the token. */
|
||||
this->connecter[token] = connecter_it->second;
|
||||
this->connecter_pre.erase(connecter_it);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
|
||||
{
|
||||
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
|
||||
|
||||
auto connecter_it = this->connecter.find(token);
|
||||
if (connecter_it != this->connecter.end()) {
|
||||
connecter_it->second->SetFailure();
|
||||
this->connecter.erase(connecter_it);
|
||||
}
|
||||
|
||||
/* Close all remaining connections. */
|
||||
this->CloseToken(token);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
|
||||
{
|
||||
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
|
||||
uint8 tracking_number = p->Recv_uint8();
|
||||
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
|
||||
uint16 port = p->Recv_uint16();
|
||||
|
||||
/* Ensure all other pending connection attempts are killed. */
|
||||
if (this->game_connecter != nullptr) {
|
||||
this->game_connecter->Kill();
|
||||
this->game_connecter = nullptr;
|
||||
}
|
||||
|
||||
this->game_connecter = new NetworkDirectConnecter(hostname, port, token, tracking_number);
|
||||
return true;
|
||||
}
|
||||
|
||||
void ClientNetworkCoordinatorSocketHandler::Connect()
|
||||
{
|
||||
/* We are either already connected or are trying to connect. */
|
||||
@@ -172,13 +277,15 @@ NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool er
|
||||
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
|
||||
this->next_update = {};
|
||||
|
||||
this->CloseAllTokens();
|
||||
|
||||
SetWindowDirty(WC_CLIENT_LIST, 0);
|
||||
|
||||
return NETWORK_RECV_STATUS_OKAY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Register our server to receive our join-key.
|
||||
* Register our server to receive our invite code.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::Register()
|
||||
{
|
||||
@@ -193,6 +300,13 @@ void ClientNetworkCoordinatorSocketHandler::Register()
|
||||
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
|
||||
p->Send_uint8(SERVER_GAME_TYPE_PUBLIC);
|
||||
p->Send_uint16(_settings_client.network.server_port);
|
||||
if (_settings_client.network.server_invite_code.empty() || _settings_client.network.server_invite_code_secret.empty()) {
|
||||
p->Send_string("");
|
||||
p->Send_string("");
|
||||
} else {
|
||||
p->Send_string(_settings_client.network.server_invite_code);
|
||||
p->Send_string(_settings_client.network.server_invite_code_secret);
|
||||
}
|
||||
|
||||
this->SendPacket(p);
|
||||
}
|
||||
@@ -229,6 +343,123 @@ void ClientNetworkCoordinatorSocketHandler::GetListing()
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
/**
|
||||
* Join a server based on an invite code.
|
||||
* @param invite_code The invite code of the server to connect to.
|
||||
* @param connecter The connecter of the request.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::ConnectToServer(const std::string &invite_code, TCPServerConnecter *connecter)
|
||||
{
|
||||
assert(StrStartsWith(invite_code, "+"));
|
||||
|
||||
if (this->connecter_pre.find(invite_code) != this->connecter_pre.end()) {
|
||||
/* If someone is hammering the refresh key, one can sent out two
|
||||
* requests for the same invite code. There isn't really a great way
|
||||
* of handling this, so just ignore this request. */
|
||||
connecter->SetFailure();
|
||||
return;
|
||||
}
|
||||
|
||||
/* Initially we store based on invite code; on first reply we know the
|
||||
* token, and will start using that key instead. */
|
||||
this->connecter_pre[invite_code] = connecter;
|
||||
|
||||
this->Connect();
|
||||
|
||||
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECT);
|
||||
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
|
||||
p->Send_string(invite_code);
|
||||
|
||||
this->SendPacket(p);
|
||||
}
|
||||
|
||||
/**
|
||||
* Callback from a Connecter to let the Game Coordinator know the connection failed.
|
||||
* @param token Token of the connecter that failed.
|
||||
* @param tracking_number Tracking number of the connecter that failed.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string &token, uint8 tracking_number)
|
||||
{
|
||||
/* Connecter will destroy itself. */
|
||||
this->game_connecter = nullptr;
|
||||
|
||||
Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED);
|
||||
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
|
||||
p->Send_string(token);
|
||||
p->Send_uint8(tracking_number);
|
||||
|
||||
this->SendPacket(p);
|
||||
|
||||
auto connecter_it = this->connecter.find(token);
|
||||
assert(connecter_it != this->connecter.end());
|
||||
|
||||
connecter_it->second->SetFailure();
|
||||
this->connecter.erase(connecter_it);
|
||||
}
|
||||
|
||||
/**
|
||||
* Callback from a Connecter to let the Game Coordinator know the connection
|
||||
* to the game server is established.
|
||||
* @param token Token of the connecter that succeeded.
|
||||
* @param sock The socket that the connecter can now use.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &token, SOCKET sock)
|
||||
{
|
||||
/* Connecter will destroy itself. */
|
||||
this->game_connecter = nullptr;
|
||||
|
||||
assert(!_network_server);
|
||||
|
||||
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
|
||||
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
|
||||
p->Send_string(token);
|
||||
this->SendPacket(p);
|
||||
|
||||
auto connecter_it = this->connecter.find(token);
|
||||
assert(connecter_it != this->connecter.end());
|
||||
|
||||
connecter_it->second->SetConnected(sock);
|
||||
this->connecter.erase(connecter_it);
|
||||
|
||||
/* Close all remaining connections. */
|
||||
this->CloseToken(token);
|
||||
}
|
||||
|
||||
/**
|
||||
* Close everything related to this connection token.
|
||||
* @param token The connection token to close.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
|
||||
{
|
||||
/* Ensure all other pending connection attempts are also killed. */
|
||||
if (this->game_connecter != nullptr) {
|
||||
this->game_connecter->Kill();
|
||||
this->game_connecter = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Close all pending connection tokens.
|
||||
*/
|
||||
void ClientNetworkCoordinatorSocketHandler::CloseAllTokens()
|
||||
{
|
||||
/* Ensure all other pending connection attempts are also killed. */
|
||||
if (this->game_connecter != nullptr) {
|
||||
this->game_connecter->Kill();
|
||||
this->game_connecter = nullptr;
|
||||
}
|
||||
|
||||
/* Mark any pending connecters as failed. */
|
||||
for (auto &[token, it] : this->connecter) {
|
||||
it->SetFailure();
|
||||
}
|
||||
for (auto &[invite_code, it] : this->connecter_pre) {
|
||||
it->SetFailure();
|
||||
}
|
||||
this->connecter.clear();
|
||||
this->connecter_pre.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether we received/can send some data from/to the Game Coordinator server and
|
||||
* when that's the case handle it appropriately.
|
||||
|
Reference in New Issue
Block a user