Files
openttd/src/network/network_udp.cpp
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

644 lines
22 KiB
C++

/*
* 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.
* 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.
* 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/>.
*/
/**
* @file network_udp.cpp This file handles the UDP related communication.
*
* This is the GameServer <-> MasterServer and GameServer <-> GameClient
* communication before the game is being joined.
*/
#include "../stdafx.h"
#include "../date_func.h"
#include "../map_func.h"
#include "../debug.h"
#include "core/game_info.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "network_udp.h"
#include "network.h"
#include "../core/endian_func.hpp"
#include "../company_base.h"
#include "../thread.h"
#include "../rev.h"
#include "../newgrf_text.h"
#include "../strings_func.h"
#include "table/strings.h"
#include <mutex>
#include "core/udp.h"
#include "../safeguards.h"
/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;
static const std::chrono::minutes ADVERTISE_NORMAL_INTERVAL(15); ///< interval between advertising.
static const std::chrono::seconds ADVERTISE_RETRY_INTERVAL(10); ///< re-advertise when no response after this amount of time.
static const uint32 ADVERTISE_RETRY_TIMES = 3; ///< give up re-advertising after this much failed retries
static bool _network_udp_server; ///< Is the UDP server started?
static uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
static uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
/** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
struct UDPSocket {
const std::string name; ///< The name of the socket.
std::mutex mutex; ///< Mutex for everything that (indirectly) touches the sockets within the handler.
NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet.
std::atomic<int> receive_iterations_locked; ///< The number of receive iterations the mutex was locked.
UDPSocket(const std::string &name_) : name(name_), socket(nullptr) {}
void Close()
{
std::lock_guard<std::mutex> lock(mutex);
socket->Close();
delete socket;
socket = nullptr;
}
void ReceivePackets()
{
std::unique_lock<std::mutex> lock(mutex, std::defer_lock);
if (!lock.try_lock()) {
if (++receive_iterations_locked % 32 == 0) {
DEBUG(net, 0, "[udp] %s background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name.c_str());
}
return;
}
receive_iterations_locked.store(0);
socket->ReceivePackets();
}
};
static UDPSocket _udp_client("Client"); ///< udp client socket
static UDPSocket _udp_server("Server"); ///< udp server socket
static UDPSocket _udp_master("Master"); ///< udp master socket
/**
* Helper function doing the actual work for querying the server.
* @param connection_string The address of the server.
* @param needs_mutex Whether we need to acquire locks when sending the packet or not.
* @param manually Whether the address was entered manually.
*/
static void DoNetworkUDPQueryServer(const std::string &connection_string, bool needs_mutex, bool manually)
{
/* Clear item in gamelist */
NetworkGameList *item = CallocT<NetworkGameList>(1);
strecpy(item->info.server_name, connection_string.c_str(), lastof(item->info.server_name));
item->connection_string = connection_string;
item->manually = manually;
NetworkGameListAddItemDelayed(item);
std::unique_lock<std::mutex> lock(_udp_client.mutex, std::defer_lock);
if (needs_mutex) lock.lock();
/* Init the packet */
NetworkAddress address = NetworkAddress(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT));
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client.socket != nullptr) _udp_client.socket->SendPacket(&p, &address);
}
/**
* Query a specific server.
* @param connection_string The address of the server.
* @param manually Whether the address was entered manually.
*/
void NetworkUDPQueryServer(const std::string &connection_string, bool manually)
{
if (!StartNewThread(nullptr, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(connection_string), true, std::move(manually))) {
DoNetworkUDPQueryServer(connection_string, true, manually);
}
}
///*** Communication with the masterserver ***/
/** Helper class for connecting to the master server. */
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr) override;
void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr) override;
public:
/**
* Create the socket.
* @param addresses The addresses to bind on.
*/
MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~MasterNetworkUDPSocketHandler() {}
};
void MasterNetworkUDPSocketHandler::Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr)
{
_network_advertise_retries = 0;
DEBUG(net, 2, "[udp] advertising on master server successful (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
/* We are advertised, but we don't want to! */
if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(false);
}
void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr)
{
_session_key = p->Recv_uint64();
DEBUG(net, 2, "[udp] received new session key from master server (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
}
///*** Communication with clients (we are server) ***/
/** Helper class for handling all server side communication. */
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override;
void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) override;
void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
public:
/**
* Create the socket.
* @param addresses The addresses to bind on.
*/
ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~ServerNetworkUDPSocketHandler() {}
};
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr)
{
/* Just a fail-safe.. should never happen */
if (!_network_udp_server) {
return;
}
Packet packet(PACKET_UDP_SERVER_RESPONSE);
SerializeNetworkGameInfo(&packet, GetCurrentNetworkServerGameInfo());
/* Let the client know that we are here */
this->SendPacket(&packet, client_addr);
DEBUG(net, 2, "[udp] queried from %s", client_addr->GetHostname());
}
void ServerNetworkUDPSocketHandler::Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr)
{
/* Just a fail-safe.. should never happen */
if (!_network_udp_server) return;
Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
/* Send the amount of active companies */
packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
packet.Send_uint8 ((uint8)Company::GetNumItems());
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
/* The minimum company information "blob" size. */
static const uint MIN_CI_SIZE = 54;
uint max_cname_length = NETWORK_COMPANY_NAME_LENGTH;
if (!packet.CanWriteToPacket(Company::GetNumItems() * (MIN_CI_SIZE + NETWORK_COMPANY_NAME_LENGTH))) {
/* Assume we can at least put the company information in the packets. */
assert(packet.CanWriteToPacket(Company::GetNumItems() * MIN_CI_SIZE));
/* At this moment the company names might not fit in the
* packet. Check whether that is really the case. */
for (;;) {
size_t required = 0;
for (const Company *company : Company::Iterate()) {
char company_name[NETWORK_COMPANY_NAME_LENGTH];
SetDParam(0, company->index);
GetString(company_name, STR_COMPANY_NAME, company_name + max_cname_length - 1);
required += MIN_CI_SIZE;
required += strlen(company_name);
}
if (packet.CanWriteToPacket(required)) break;
/* Try again, with slightly shorter strings. */
assert(max_cname_length > 0);
max_cname_length--;
}
}
/* Go through all the companies */
for (const Company *company : Company::Iterate()) {
/* Send the information */
this->SendCompanyInformation(&packet, company, &company_stats[company->index], max_cname_length);
}
this->SendPacket(&packet, client_addr);
}
/**
* A client has requested the names of some NewGRFs.
*
* Replying this can be tricky as we have a limit of UDP_MTU bytes
* in the reply packet and we can send up to 100 bytes per NewGRF
* (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
* As UDP_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
* could be that a packet overflows. To stop this we only reply
* with the first N NewGRFs so that if the first N + 1 NewGRFs
* would be sent, the packet overflows.
* in_reply and in_reply_count are used to keep a list of GRFs to
* send in the reply.
*/
void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr)
{
uint8 num_grfs;
uint i;
const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
uint8 in_reply_count = 0;
size_t packet_len = 0;
DEBUG(net, 6, "[udp] newgrf data request from %s", client_addr->GetAddressAsString().c_str());
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
GRFIdentifier c;
const GRFConfig *f;
DeserializeGRFIdentifier(p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
if (f == nullptr) continue; // The GRF is unknown to this server
/* If the reply might exceed the size of the packet, only reply
* the current list and do not send the other data.
* The name could be an empty string, if so take the filename. */
packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
std::min(strlen(f->GetName()) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
if (packet_len > UDP_MTU - 4) { // 4 is 3 byte header + grf count in reply
break;
}
in_reply[in_reply_count] = f;
in_reply_count++;
}
if (in_reply_count == 0) return;
Packet packet(PACKET_UDP_SERVER_NEWGRFS);
packet.Send_uint8(in_reply_count);
for (i = 0; i < in_reply_count; i++) {
char name[NETWORK_GRF_NAME_LENGTH];
/* The name could be an empty string, if so take the filename */
strecpy(name, in_reply[i]->GetName(), lastof(name));
SerializeGRFIdentifier(&packet, &in_reply[i]->ident);
packet.Send_string(name);
}
this->SendPacket(&packet, client_addr);
}
///*** Communication with servers (we are client) ***/
/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override;
void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) override;
void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};
void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr)
{
NetworkGameList *item;
/* Just a fail-safe.. should never happen */
if (_network_udp_server) return;
DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString().c_str());
/* Find next item */
item = NetworkGameListAddItem(client_addr->GetAddressAsString(false));
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
* that do not exist on the clients system and we do not have the name
* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
* The in_request array and in_request_count are used so there is no need
* to do a second loop over the GRF list, which can be relatively expensive
* due to the string comparisons. */
const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
const GRFConfig *c;
uint in_request_count = 0;
for (c = item->info.grfconfig; c != nullptr; c = c->next) {
if (c->status != GCS_NOT_FOUND || strcmp(c->GetName(), UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
}
if (in_request_count > 0) {
/* There are 'unknown' GRFs, now send a request for them */
uint i;
Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
packet.Send_uint8(in_request_count);
for (i = 0; i < in_request_count; i++) {
SerializeGRFIdentifier(&packet, &in_request[i]->ident);
}
NetworkAddress address = NetworkAddress(ParseConnectionString(item->connection_string, NETWORK_DEFAULT_PORT));
this->SendPacket(&packet, &address);
}
}
if (client_addr->GetAddress()->ss_family == AF_INET6) {
strecat(item->info.server_name, " (IPv6)", lastof(item->info.server_name));
}
UpdateNetworkGameWindow();
}
void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr)
{
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair.
*/
ServerListType type = (ServerListType)(p->Recv_uint8() - 1);
if (type < SLT_END) {
for (int i = p->Recv_uint16(); i != 0 ; i--) {
sockaddr_storage addr_storage;
memset(&addr_storage, 0, sizeof(addr_storage));
if (type == SLT_IPv4) {
addr_storage.ss_family = AF_INET;
((sockaddr_in*)&addr_storage)->sin_addr.s_addr = TO_LE32(p->Recv_uint32());
} else {
assert(type == SLT_IPv6);
addr_storage.ss_family = AF_INET6;
byte *addr = (byte*)&((sockaddr_in6*)&addr_storage)->sin6_addr;
for (uint i = 0; i < sizeof(in6_addr); i++) *addr++ = p->Recv_uint8();
}
NetworkAddress addr(addr_storage, type == SLT_IPv4 ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
addr.SetPort(p->Recv_uint16());
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
DoNetworkUDPQueryServer(addr.GetAddressAsString(false), false, false);
}
}
}
/** The return of the client's request of the names of some NewGRFs */
void ClientNetworkUDPSocketHandler::Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr)
{
uint8 num_grfs;
uint i;
DEBUG(net, 6, "[udp] newgrf data reply from %s", client_addr->GetAddressAsString().c_str());
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
char name[NETWORK_GRF_NAME_LENGTH];
GRFIdentifier c;
DeserializeGRFIdentifier(p, &c);
p->Recv_string(name, sizeof(name));
/* An empty name is not possible under normal circumstances
* and causes problems when showing the NewGRF list. */
if (StrEmpty(name)) continue;
/* Try to find the GRFTextWrapper for the name of this GRF ID and MD5sum tuple.
* If it exists and not resolved yet, then name of the fake GRF is
* overwritten with the name from the reply. */
GRFTextWrapper unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
if (unknown_name && strcmp(GetGRFStringFromGRFText(unknown_name), UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
AddGRFTextToList(unknown_name, name);
}
}
}
/** Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
for (NetworkAddress &addr : _broadcast_list) {
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
DEBUG(net, 4, "[udp] broadcasting to %s", addr.GetHostname());
socket->SendPacket(&p, &addr, true, true);
}
}
/** Request the the server-list from the master server */
void NetworkUDPQueryMasterServer()
{
Packet p(PACKET_UDP_CLIENT_GET_LIST);
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
/* packet only contains protocol version */
p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
p.Send_uint8(SLT_AUTODETECT);
std::lock_guard<std::mutex> lock(_udp_client.mutex);
_udp_client.socket->SendPacket(&p, &out_addr, true);
DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString().c_str());
}
/** Find all servers */
void NetworkUDPSearchGame()
{
/* We are still searching.. */
if (_network_udp_broadcast > 0) return;
DEBUG(net, 0, "[udp] searching server");
NetworkUDPBroadCast(_udp_client.socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
/**
* Thread entry point for de-advertising.
*/
static void NetworkUDPRemoveAdvertiseThread()
{
DEBUG(net, 1, "[udp] removing advertise from master server");
/* Find somewhere to send */
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
/* Send the packet */
Packet p(PACKET_UDP_SERVER_UNREGISTER);
/* Packet is: Version, server_port */
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
std::lock_guard<std::mutex> lock(_udp_master.mutex);
if (_udp_master.socket != nullptr) _udp_master.socket->SendPacket(&p, &out_addr, true);
}
/**
* Remove our advertise from the master-server.
* @param blocking whether to wait until the removal has finished.
*/
void NetworkUDPRemoveAdvertise(bool blocking)
{
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server) return;
if (blocking || !StartNewThread(nullptr, "ottd:udp-advert", &NetworkUDPRemoveAdvertiseThread)) {
NetworkUDPRemoveAdvertiseThread();
}
}
/**
* Thread entry point for advertising.
*/
static void NetworkUDPAdvertiseThread()
{
/* Find somewhere to send */
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
DEBUG(net, 1, "[udp] advertising to master server");
/* Add a bit more messaging when we cannot get a session key */
static byte session_key_retries = 0;
if (_session_key == 0 && session_key_retries++ == 2) {
DEBUG(net, 0, "[udp] advertising to the master server is failing");
DEBUG(net, 0, "[udp] we are not receiving the session key from the server");
DEBUG(net, 0, "[udp] please allow udp packets from %s to you to be delivered", out_addr.GetAddressAsString(false).c_str());
DEBUG(net, 0, "[udp] please allow udp packets from you to %s to be delivered", out_addr.GetAddressAsString(false).c_str());
}
if (_session_key != 0 && _network_advertise_retries == 0) {
DEBUG(net, 0, "[udp] advertising to the master server is failing");
DEBUG(net, 0, "[udp] we are not receiving the acknowledgement from the server");
DEBUG(net, 0, "[udp] this usually means that the master server cannot reach us");
DEBUG(net, 0, "[udp] please allow udp and tcp packets to port %u to be delivered", _settings_client.network.server_port);
DEBUG(net, 0, "[udp] please allow udp and tcp packets from port %u to be delivered", _settings_client.network.server_port);
}
/* Send the packet */
Packet p(PACKET_UDP_SERVER_REGISTER);
/* Packet is: WELCOME_MESSAGE, Version, server_port */
p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
p.Send_uint64(_session_key);
std::lock_guard<std::mutex> lock(_udp_master.mutex);
if (_udp_master.socket != nullptr) _udp_master.socket->SendPacket(&p, &out_addr, true);
}
/**
* Register us to the master server
* This function checks if it needs to send an advertise
*/
void NetworkUDPAdvertise()
{
static std::chrono::steady_clock::time_point _last_advertisement = {}; ///< The last time we performed an advertisement.
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise) return;
if (_network_need_advertise) {
/* Forced advertisement. */
_network_need_advertise = false;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
} else {
/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
if (_network_advertise_retries == 0) {
if (std::chrono::steady_clock::now() <= _last_advertisement + ADVERTISE_NORMAL_INTERVAL) return;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
} else {
/* An actual retry. */
if (std::chrono::steady_clock::now() <= _last_advertisement + ADVERTISE_RETRY_INTERVAL) return;
}
}
_network_advertise_retries--;
_last_advertisement = std::chrono::steady_clock::now();
if (!StartNewThread(nullptr, "ottd:udp-advert", &NetworkUDPAdvertiseThread)) {
NetworkUDPAdvertiseThread();
}
}
/** Initialize the whole UDP bit. */
void NetworkUDPInitialize()
{
/* If not closed, then do it. */
if (_udp_server.socket != nullptr) NetworkUDPClose();
DEBUG(net, 1, "[udp] initializing listeners");
assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr && _udp_master.socket == nullptr);
std::scoped_lock lock(_udp_client.mutex, _udp_server.mutex, _udp_master.mutex);
_udp_client.socket = new ClientNetworkUDPSocketHandler();
NetworkAddressList server;
GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server.socket = new ServerNetworkUDPSocketHandler(&server);
server.clear();
GetBindAddresses(&server, 0);
_udp_master.socket = new MasterNetworkUDPSocketHandler(&server);
_network_udp_server = false;
_network_udp_broadcast = 0;
_network_advertise_retries = 0;
}
/** Start the listening of the UDP server component. */
void NetworkUDPServerListen()
{
std::lock_guard<std::mutex> lock(_udp_server.mutex);
_network_udp_server = _udp_server.socket->Listen();
}
/** Close all UDP related stuff. */
void NetworkUDPClose()
{
_udp_client.Close();
_udp_server.Close();
_udp_master.Close();
_network_udp_server = false;
_network_udp_broadcast = 0;
DEBUG(net, 1, "[udp] closed listeners");
}
/** Receive the UDP packets. */
void NetworkBackgroundUDPLoop()
{
if (_network_udp_server) {
_udp_server.ReceivePackets();
_udp_master.ReceivePackets();
} else {
_udp_client.ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
}