Commit Graph

528 Commits

Author SHA1 Message Date
rubidium42
e2417193c9 Cleanup: [ContentInfo] Remove some functions that are not needed anymore 2021-06-10 20:09:44 +02:00
rubidium42
e3717ae903 Codechange: [ContentInfo] Use std::string instead of string buffers 2021-06-10 20:09:44 +02:00
rubidium42
df181bb641 Codechange: [ContentInfo] Use a vector for dependencies instead of custom allocation 2021-06-10 20:09:44 +02:00
rubidium42
9c424ab741 Codechange: [ContentInfo] Use StringList for tags instead of custom allocations 2021-06-10 20:09:44 +02:00
rubidium42
dfb89f3891 Codechange: [ContentInfo] Do not use memset/memcpy to make it possible to use vector/string 2021-06-10 20:09:44 +02:00
rubidium42
6bb3f034e4 Cleanup: [ContentInfo] Remove unused function 2021-06-10 20:09:44 +02:00
rubidium42
8a918ce170 Codechange: [Network] Make admin name and version std::string 2021-05-30 10:15:22 +02:00
Patric Stout
ca9a7df752 Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)
This to be more explicit the function changes the value, and not
returns yes/no.
2021-05-29 11:21:38 +02:00
milek7
7607277380 Fix: Network on Haiku, remove old code for BeOS 2021-05-24 08:56:18 +02:00
rubidium42
44ca7d9377 Change: Use gender-neutral pronouns 2021-05-15 10:16:48 +02:00
Rubidium
bb9121dbd4 Fix: comparison of narrow type to wide type in loop (potential for infinite loops) 2021-05-15 10:16:10 +02:00
Rubidium
031e91de6e Fix: [Network] Check on CIDR for netmask check considered everything valid 2021-05-15 10:16:10 +02:00
rubidium42
c73d64adf9 Codechange: move passwords in settings to std::string 2021-05-13 23:13:17 +02:00
Patric Stout
a403653805 Codechange: [Network] split CloseSocket and CloseConnection more clearly (#9261)
* Codechange: [Network] split CloseSocket and CloseConnection more clearly

- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
2021-05-13 11:46:51 +02:00
Rubidium
187a3f20bf Codechange: remove pointless close call due to resolving virtual functions statically in destructors
In the destructors of many of the network related classes Close() is called, just like the
top class in that hierarchy. However, due to virtual functions getting resolved statically
in the destructor it would always call the empty Close() of the top class.
Document the other cases where a virtual call is resolved statically.
2021-05-13 10:03:26 +02:00
Patric Stout
d7ce61f106 Fix #9255: [Network] TCPConnecter crashes when hostname not found (#9259) 2021-05-13 08:13:48 +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
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
8f4a612a7c Change: reworded many of the network errors during connect/listen (#9230)
Also changed some levels to 0, as a failing listen() is something
we should tell the user about. Hiding this information is a bit
evil.
2021-05-10 13:40:28 +02:00
Patric Stout
1b75a29d12 Fix: destroying a TCPConnecter that was still resolving made illegal writes
Basically, we should join the resolve thread before we destruct
the object.
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
Patric Stout
f187708b3b Fix f7e390bd: getpeername() doesn't work on closed sockets (#9213) 2021-05-08 11:57:41 +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
6c4a65eeb8 Codechange: [Network] Use std::string for NetworkAddress' host name 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
Rubidium
ead30dc725 Cleanup: [Network] Remove variable from NetworkGameInfo that is only used during deserialisation 2021-05-05 21:01:23 +02:00
rubidium42
e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05 21:01:23 +02:00
rubidium42
72bd62fd70 Codechange: [Network] Use a single NetworkServerGameInfo object at server side and serialize that for the clients 2021-05-05 21:01:23 +02:00
rubidium42
7bcc472f73 Add: [Network] Reading std::string from a packet 2021-05-03 17:56:05 +02:00
rubidium42
ba409e8c45 Add: [Network] Writing std::string to a packet 2021-05-03 17:56:05 +02:00
rubidium42
e097c83c83 Codechange: move some OS abstraction method implementations out of the header 2021-05-01 19:36:22 +02:00
rubidium42
22720332eb Codechange: encapsulate network error handling 2021-05-01 19:36:22 +02:00
rubidium42
0eb17a70af Codechange: rename NetworkError to ShowNetworkError 2021-05-01 19:36:22 +02:00
rubidium42
a61696d6c5 Change: [Network] Encapsulate logic about the connection string to the network code (#23) 2021-04-29 20:12:11 +02:00
Patric Stout
be37a2cab8 Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
2021-04-29 20:12:11 +02:00
Patric Stout
99f998805b Codechange: use std::string over stack-based strings if possible 2021-04-29 20:12:11 +02:00
Patric Stout
a8afbe74bf Cleanup: remove write-only variable "hostname" in NetworkGameList 2021-04-29 20:12:11 +02:00
Patric Stout
96dc0d04ec Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129)
The idea is that if you query an older server that does not support
this packet yet, the client receives an error. The assumption was
that on every "illegal packet" the connection would be closed. This
turns out to be false.

Now CLIENT_GAME_INFO aligns with the old PACKET_CLIENT_NEWGRFS_CHECKED,
which does a pre-check (which fails), and an error is sent back
and the connection is closed.

This is not a nice solution, but it is the best we got.
2021-04-28 23:09:03 +02:00
Milek7
a341852cd5 Fix: missing <limits> include in network/core/packet.h (#9123) 2021-04-27 23:22:03 +01:00
Patric Stout
b57d845e55 Codechange: refactor CheckGameCompatibility() from existing function
Later commits use this function in other places too.
2021-04-27 20:18:53 +02:00
Patric Stout
b3003dd163 Add: ability to retrieve game info from server over TCP 2021-04-27 20:18:53 +02:00
Patric Stout
84c75a7b9a Codechange: be explicit in pointer comparisons 2021-04-27 20:18:53 +02:00
Patric Stout
cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27 20:18:53 +02:00
Patric Stout
8fa53f543a Change: [Network] lower TCP connect() timeout to 3s (#9112)
Currently we use default OS timeout for TCP connections, which
is around 30s. 99% of the users will never notice this, but there
are a few cases where this is an issue:

- If you have a broken IPv6 connection, using Content Service is
  first tried over IPv6. Only after 30s it times out and tries
  IPv4. Nobody is waiting for that 30s.
- Upcoming STUN support has several methods of establishing a
  connection between client and server. This requires feedback
  from connect() to know if any method worked (they have to be
  tried one by one). With 30s, this would take a very long time.

What is good to mention, is that there is no good value here. Any
value will have edge-cases where the experience is suboptimal. But
with 3s we support most of the stable connections, and if it fails,
the user can just retry. On the other side of the spectrum, with 30s,
it means the user has no possibility to use the service. So worst case
we annoy a few users with them having the retry vs annoying a few
users which have no means of resolving the situation.
2021-04-27 20:18:43 +02:00
rubidium42
015e3b412e Cleanup: remove #ifdefs for compiling the old content server 2021-04-27 19:58:03 +02:00
rubidium42
84985c1223 Codechange: [Network] Do not leak os_abstraction.h via fios.h 2021-04-27 18:17:34 +01:00
rubidium42
cf8c1aa860 Change: [Network] Use string error messages instead of numeric error numbers that need to be looked up 2021-04-27 18:17:34 +01:00
rubidium42
65c5a64719 Fix: [Network] errno and strerror do not handle network errors on Windows 2021-04-27 18:17:34 +01:00
Charles Pigott
43b6f6915b Fix 8a95fee4: Missing initialiser in Packet constructor 2021-04-26 06:45:37 +02:00