Commit Graph

322 Commits

Author SHA1 Message Date
Michael Lutz
8c558d74a5 Fix 55a11710: Curly braces need to be double-escaped for (std::)fmt. 2021-11-06 20:21:07 +01:00
Patric Stout
e4ad632989 Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)
This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
2021-10-03 11:02:28 +02:00
dP
31cf9e888b Add: [Network] external chat messages for remote admins (#9563) 2021-09-19 23:09:06 +02:00
Patric Stout
dc5b7b996c Fix: [Network] show query errors in the server listing instead of error popup (#9506)
When you are query several servers at once, it is rather unclear
for which server you got a popup. Instead, show any errors on the
server itself.

This is only true for the query-part. Joining a server still gives
an error popup to tell you about any issue.
2021-08-23 20:16:22 +02:00
Patric Stout
b2f0491a90 Fix #9501: [Network] crash when more than one game-info query was pending (#9502) 2021-08-23 19:37:51 +02:00
Patric Stout
1ef4d3cf19 Remove: COMPANY_INFO packets and related code (#9475) 2021-08-14 23:24:02 +02:00
Patric Stout
3d55ea2d4d Feature: make "join game" button join the game, instead of first showing a lobby window (#9467)
Nobody really paid attention to the lobby window, and it completely
missed its purpose. Most people don't even wait for companies to
show up, but just hit "New Company".
This in turn means people create a lot of unneeded companies, while
they "just want to watch the game" or join another company.

Instead, "Join Game" now just joins the game as spectators.
2021-08-14 23:07:18 +02:00
Rubidium
ba29edb0b3 Cleanup: remove some references to the old master-server 2021-07-21 22:28:51 +02:00
Patric Stout
8a36134003 Fix: [Network] rework when to close connections and inform Game Coordinator if needed 2021-07-20 19:57:23 +02:00
Patric Stout
dd7f69be6e Fix: "Search LAN games" used the socket after it was closed (#9437)
Every outgoing connection, either TCP or UDP, triggered
NetworkInitialize(), which triggered NetworkUDPInitialize() which
first closes all connections.

Now the problem was that "Search LAN games" found a server, added
it to the list, after which (over TCP) it queries the server. This
closes all UDP sockets (as that makes sense, I guess?), while the
UDP was still reading from it.

Solve this by simply stop initializing UDP every time we make an
outgoing TCP connection; instead only do it on start-up.
2021-07-11 22:37:14 +02:00
Patric Stout
b6a116a247 Add: allow setting your server visibility to "invite-only" (#9434)
In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
2021-07-11 21:57:05 +02:00
Patric Stout
e4d216e44b 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.
2021-07-11 20:38:42 +02:00
Patric Stout
1baec41542 Change: groundwork to allow ServerAddress to use invite codes
Normally TCPConnecter will do a DNS resolving of the connection_string
and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different:
the Game Coordinator does the "resolving".

This means we need to allow TCPConnecter to not setup a connection
and allow it to be told when a connection has been setup by an external
(to TCPConnecter) part of the code. We do this by telling the (active)
socket for the connection.

This means the rest of the code doesn't need to know the TCPConnecter
is not doing a simple resolve+connect. The rest of the code only
cares the connection is established; not how it was established.
2021-07-11 20:38:42 +02:00
Patric Stout
cee8174d02 Codechange: track servers with a ServerAddress instead of a NetworkAddress
This allows future extensions to have different ways of referencing
a server, instead of forcing to use IP:port.
2021-07-11 20:38:42 +02:00
Patric Stout
61fdef8457 Remove: old server announcement to Master Server
As we now use the Game Coordinator for announcements, there is no
longer a need to use the Master Server for this.
2021-07-10 20:17:07 +02:00
Patric Stout
b1280fd17e Add: use Game Coordinator to annouce public servers 2021-07-10 20:17:07 +02:00
Patric Stout
e1e2212e0e Codechange: track version of network servers to prune once out-of-date 2021-07-10 20:17:07 +02:00
rubidium42
cdf9caf8ea Codechange: [Network] Remove overload on NetworkValidateClientName
Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
2021-06-26 20:28:34 +02:00
rubidium42
d9c1d18f2b Change: improve some of the console messages related to networking (make them more uniform) and convert to fmt 2021-06-13 15:25:31 +02:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
Patric Stout
5e44da3010 Fix ef991b17: server was trying to free() a packet created with "new CommandPacket()" (#9334) 2021-06-03 22:07:44 +02:00
glx22
5799402f7a Codechange: Rename window related DeleteXXX to match new behaviour 2021-05-29 21:08:25 +02:00
rubidium42
ef991b1772 Codechange: [Network] Use std::string in CommandPacket 2021-05-29 19:02:18 +02:00
rubidium42
4144e949ed Fix: [Network] Prevent an empty server name to be set anywhere 2021-05-29 10:07:30 +02:00
rubidium42
e2dc5aa83e Codechange: [Network] Use C++ string functions to generate company password hash 2021-05-17 16:09:10 +02:00
rubidium42
4d246cda73 Codechange: [Network] Let NetworkClientInfo use std::string 2021-05-16 10:07:51 +02:00
rubidium42
ae85af98eb Codechange: Use std::string GetString where convenient 2021-05-15 10:20:50 +02:00
rubidium42
e6703eac68 Codechange: [Network] Let NetworkTextMessage use std::string 2021-05-15 10:20:50 +02:00
rubidium42
44ca7d9377 Change: Use gender-neutral pronouns 2021-05-15 10:16:48 +02:00
rubidium42
297d6e20bf Codechange: [Network] Pass passwords as std::string to the network code 2021-05-14 23:22:04 +02:00
rubidium42
1de5cdeab8 Codechange: [Network] Use std::string for the internal handling of company passwords 2021-05-14 23:22:04 +02:00
rubidium42
98283116fa Codechange: [Network] Make company state password std::string 2021-05-14 23:22:04 +02:00
rubidium42
16437b7c0d Codechange: move client name in settings to std::string 2021-05-13 23:13:17 +02:00
rubidium42
02fdb5b210 Codechange: move server name/id in settings to std::string 2021-05-13 23:13:17 +02:00
rubidium42
cc6c078dec Codechange: move hostnames in settings to std::string 2021-05-13 23:13:17 +02:00
rubidium42
c73d64adf9 Codechange: move passwords in settings to std::string 2021-05-13 23:13:17 +02:00
Patric Stout
b136e65cf9 Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout
d0eb3e4bc4 Fix: [Network] mark server as offline when no longer reachable (#9244) 2021-05-11 19:19:37 +02:00
rubidium42
0968d009c8 Fix #9243: [Network] For a dedicated server use a fallback client and server name
Also warn when the client or server name has not been set and provide pointers on how to set them
2021-05-11 19:09:04 +02:00
Patric Stout
9e7e87ce3e Fix: [Network] don't rebuild the host-list during iterating the list (#9240)
Additionally, only rebuild it when we added a new manual server,
as otherwise it is a noop anyway.
2021-05-11 12:32:27 +02:00
Patric Stout
36e22f3a7b Fix: [Network] clients leaving because of broken connections was not broadcasted (#9238)
The code mixed up "client has quit but we already told everyone"
with "client lost connection, handle this".

Split up those two signals:
- CLIENT_QUIT means we told everyone and the connection is now dead
- CONNECTION_LIST means we should tell everyone we lost a client
2021-05-11 12:26:16 +02:00
Patric Stout
583011bca0 Fix: lobby window doesn't close if no connection could be established (#9223) 2021-05-09 18:48:21 +02:00
Patric Stout
b9ab3bd6b3 Fix: only query a manually added server if it isn't there yet
But always mark it as manually, no matter if it was there or not.
2021-05-08 17:26:10 +02:00
Patric Stout
fc91f1d1b2 Fix: don't do a network disconnect between two queries
This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
2021-05-08 17:26:10 +02:00
Patric Stout
664a8c3e85 Codechange: move connection_string to private for TCPConnecter
The most common case never needs access to it anymore. Make the
one exception to this explicit. This means the fact that we
store it is now an implementation detail.
2021-05-08 17:26:10 +02:00
rubidium42
e2774354b4 Codechange: [Network] Change ChatMessage's message to std::string and simplify some code 2021-05-08 10:19:42 +02:00
Patric Stout
f7e390bdc0 Feature: use Happy Eyeballs to make network connections (TCP-only) (#9199)
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.

Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.

Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.

If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
2021-05-06 23:13:35 +02:00
rubidium42
f1dfa661a1 Codechange: [Network] Use std::string for NetworkGameInfo 2021-05-06 21:45:36 +02:00
rubidium42
3d91eee919 Codechange: [Network] Move connection string parsing away from C-strings 2021-05-06 20:33:26 +02:00
Patric Stout
f94fb93779 Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.

The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.

Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
2021-05-05 23:21:14 +02:00