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Location: cpp/openttd-patchpack/source/src/network/network_coordinator.cpp - annotation
r28356:5479dee3539c
26.6 KiB
text/x-c
Fix: [CI] patch in SHF_COMPRESSED symbol for our Linux Generic binaries (#11651)
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r25849:38205b3e59c6 r25849:38205b3e59c6 r25800:5bcbdca2efaf | /*
* 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_coordinator.cpp Game Coordinator sending/receiving part of the network protocol. */
#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../rev.h"
#include "../settings_type.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../window_type.h"
#include "network.h"
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "network_gui.h"
#include "network_internal.h"
#include "network_server.h"
#include "network_stun.h"
#include "table/strings.h"
#include "../safeguards.h"
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_t 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_t port, const std::string &token, uint8_t 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
{
NetworkAddress address = NetworkAddress::GetPeerAddress(s);
_network_coordinator_client.ConnectSuccess(this->token, s, address);
}
};
/** Connecter used after STUN exchange to connect from both sides to each other. */
class NetworkReuseStunConnecter : public TCPConnecter {
private:
std::string token; ///< Token of this connection.
uint8_t tracking_number; ///< Tracking number of this connection.
uint8_t family; ///< Family of this connection.
public:
/**
* Try to establish a STUN-based connection.
* @param hostname The hostname of the peer.
* @param port The port of the peer.
* @param bind_address The local bind address used for this connection.
* @param token The connection token.
* @param tracking_number The tracking number of the connection.
* @param family The family this connection is using.
*/
NetworkReuseStunConnecter(const std::string &hostname, uint16_t port, const NetworkAddress &bind_address, std::string token, uint8_t tracking_number, uint8_t family) :
TCPConnecter(hostname, port, bind_address),
token(token),
tracking_number(tracking_number),
family(family)
{
}
void OnFailure() override
{
/* Close the STUN connection too, as it is no longer of use. */
_network_coordinator_client.CloseStunHandler(this->token, this->family);
_network_coordinator_client.ConnectFailure(this->token, this->tracking_number);
}
void OnConnect(SOCKET s) override
{
NetworkAddress address = NetworkAddress::GetPeerAddress(s);
_network_coordinator_client.ConnectSuccess(this->token, s, address);
}
};
/** Connect to the Game Coordinator server. */
class NetworkCoordinatorConnecter : TCPConnecter {
public:
/**
* Initiate the connecting.
* @param connection_string The address of the Game Coordinator server.
*/
NetworkCoordinatorConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_COORDINATOR_SERVER_PORT) {}
void OnFailure() override
{
_network_coordinator_client.connecting = false;
_network_coordinator_client.CloseConnection(true);
}
void OnConnect(SOCKET s) override
{
assert(_network_coordinator_client.sock == INVALID_SOCKET);
_network_coordinator_client.sock = s;
_network_coordinator_client.last_activity = std::chrono::steady_clock::now();
_network_coordinator_client.connecting = false;
}
};
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
{
NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p->Recv_uint8();
std::string detail = p->Recv_string(NETWORK_ERROR_DETAIL_LENGTH);
switch (error) {
case NETWORK_COORDINATOR_ERROR_UNKNOWN:
this->CloseConnection();
return false;
case NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED:
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED, INVALID_STRING_ID, WL_ERROR);
/* To prevent that we constantly try to reconnect, switch to local game. */
_settings_client.network.server_game_type = SERVER_GAME_TYPE_LOCAL;
this->CloseConnection();
return false;
case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE: {
auto connecter_pre_it = this->connecter_pre.find(detail);
if (connecter_pre_it != this->connecter_pre.end()) {
connecter_pre_it->second->SetFailure();
this->connecter_pre.erase(connecter_pre_it);
}
/* Mark the server as offline. */
NetworkGameList *item = NetworkGameListAddItem(detail);
item->status = NGLS_OFFLINE;
UpdateNetworkGameWindow();
return true;
}
case NETWORK_COORDINATOR_ERROR_REUSE_OF_INVITE_CODE:
ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REUSE_OF_INVITE_CODE, INVALID_STRING_ID, WL_ERROR);
/* To prevent that we constantly battle for the same invite-code, switch to local game. */
_settings_client.network.server_game_type = SERVER_GAME_TYPE_LOCAL;
this->CloseConnection();
return false;
default:
Debug(net, 0, "Invalid error type {} received from Game Coordinator", error);
this->CloseConnection();
return false;
}
}
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) {
std::string connection_type;
switch (_network_server_connection_type) {
case CONNECTION_TYPE_ISOLATED: connection_type = "Remote players can't connect"; break;
case CONNECTION_TYPE_DIRECT: connection_type = "Public"; break;
case CONNECTION_TYPE_STUN: connection_type = "Behind NAT"; break;
case CONNECTION_TYPE_TURN: connection_type = "Via relay"; break;
case CONNECTION_TYPE_UNKNOWN: // Never returned from Game Coordinator.
default: connection_type = "Unknown"; break; // Should never happen, but don't fail if it does.
}
std::string game_type;
switch (_settings_client.network.server_game_type) {
case SERVER_GAME_TYPE_INVITE_ONLY: game_type = "Invite only"; break;
case SERVER_GAME_TYPE_PUBLIC: game_type = "Public"; break;
case SERVER_GAME_TYPE_LOCAL: // Impossible to register local servers.
default: game_type = "Unknown"; break; // Should never happen, but don't fail if it does.
}
Debug(net, 3, "----------------------------------------");
Debug(net, 3, "Your server is now registered with the Game Coordinator:");
Debug(net, 3, " Game type: {}", game_type);
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;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
{
uint8_t servers = p->Recv_uint16();
/* End of list; we can now remove all expired items from the list. */
if (servers == 0) {
NetworkGameListRemoveExpired();
return true;
}
for (; servers > 0; servers--) {
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Read the NetworkGameInfo from the packet. */
NetworkGameInfo ngi = {};
DeserializeNetworkGameInfo(p, &ngi, &this->newgrf_lookup_table);
/* Now we know the connection string, we can add it to our list. */
NetworkGameList *item = NetworkGameListAddItem(connection_string);
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Copy the new NetworkGameInfo info. */
item->info = ngi;
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Mark server as online. */
item->status = NGLS_ONLINE;
/* Mark the item as up-to-date. */
item->version = _network_game_list_version;
}
UpdateNetworkGameWindow();
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_pre_it = this->connecter_pre.find(invite_code);
if (connecter_pre_it == this->connecter_pre.end()) {
this->CloseConnection();
return false;
}
/* Now store it based on the token. */
this->connecter[token] = {invite_code, connecter_pre_it->second};
this->connecter_pre.erase(connecter_pre_it);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
this->CloseToken(token);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
uint16_t 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;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
this->stun_handlers[token][AF_INET6] = ClientNetworkStunSocketHandler::Stun(token, AF_INET6);
this->stun_handlers[token][AF_INET] = ClientNetworkStunSocketHandler::Stun(token, AF_INET);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
uint8_t family = p->Recv_uint8();
std::string host = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
uint16_t port = p->Recv_uint16();
/* Check if we know this token. */
auto stun_it = this->stun_handlers.find(token);
if (stun_it == this->stun_handlers.end()) return true;
auto family_it = stun_it->second.find(family);
if (family_it == stun_it->second.end()) return true;
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
/* We now mark the connection as closed, but we do not really close the
* socket yet. We do this when the NetworkReuseStunConnecter is connected.
* This prevents any NAT to already remove the route while we create the
* second connection on top of the first. */
family_it->second->CloseConnection(false);
/* Connect to our peer from the same local address as we use for the
* STUN server. This means that if there is any NAT in the local network,
* the public ip:port is still pointing to the local address, and as such
* a connection can be established. */
this->game_connecter = new NetworkReuseStunConnecter(host, port, family_it->second->local_addr, token, tracking_number, family);
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet *p)
{
this->newgrf_lookup_table_cursor = p->Recv_uint32();
uint16_t newgrfs = p->Recv_uint16();
for (; newgrfs> 0; newgrfs--) {
uint32_t index = p->Recv_uint32();
DeserializeGRFIdentifierWithName(p, &this->newgrf_lookup_table[index]);
}
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
uint8_t tracking_number = p->Recv_uint8();
std::string ticket = p->Recv_string(NETWORK_TOKEN_LENGTH);
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Ensure all other pending connection attempts are killed. */
if (this->game_connecter != nullptr) {
this->game_connecter->Kill();
this->game_connecter = nullptr;
}
this->turn_handlers[token] = ClientNetworkTurnSocketHandler::Turn(token, tracking_number, ticket, connection_string);
if (!_network_server) {
auto connecter_it = this->connecter.find(token);
if (connecter_it == this->connecter.end()) {
/* Make sure we are still interested in connecting to this server. */
this->ConnectFailure(token, 0);
return true;
}
switch (_settings_client.network.use_relay_service) {
case URS_NEVER:
this->ConnectFailure(token, 0);
break;
case URS_ASK:
ShowNetworkAskRelay(connecter_it->second.first, connection_string, token);
break;
case URS_ALLOW:
this->StartTurnConnection(token);
break;
}
} else {
this->StartTurnConnection(token);
}
return true;
}
void ClientNetworkCoordinatorSocketHandler::StartTurnConnection(std::string &token)
{
auto turn_it = this->turn_handlers.find(token);
if (turn_it == this->turn_handlers.end()) return;
turn_it->second->Connect();
}
void ClientNetworkCoordinatorSocketHandler::Connect()
{
/* We are either already connected or are trying to connect. */
if (this->sock != INVALID_SOCKET || this->connecting) return;
this->Reopen();
this->connecting = true;
this->last_activity = std::chrono::steady_clock::now();
new NetworkCoordinatorConnecter(NetworkCoordinatorConnectionString());
}
NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool error)
{
NetworkCoordinatorSocketHandler::CloseConnection(error);
this->CloseSocket();
this->connecting = false;
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
this->next_update = {};
this->CloseAllConnections();
SetWindowDirty(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Register our server to receive our invite code.
*/
void ClientNetworkCoordinatorSocketHandler::Register()
{
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
this->next_update = {};
SetWindowDirty(WC_CLIENT_LIST, 0);
this->Connect();
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_REGISTER);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(_settings_client.network.server_game_type);
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);
}
/**
* Send an update of our server status to the Game Coordinator.
*/
void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
{
Debug(net, 6, "Sending server update to Game Coordinator");
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo(), this->next_update.time_since_epoch() != std::chrono::nanoseconds::zero());
this->SendPacket(p);
this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
}
/**
* Request a listing of all public servers.
*/
void ClientNetworkCoordinatorSocketHandler::GetListing()
{
this->Connect();
_network_game_list_version++;
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_LISTING);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(NETWORK_GAME_INFO_VERSION);
p->Send_string(_openttd_revision);
p->Send_uint32(this->newgrf_lookup_table_cursor);
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_t 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);
/* We do not close the associated connecter here yet, as the
* Game Coordinator might have other methods of connecting available. */
}
/**
* 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, NetworkAddress &address)
{
assert(sock != INVALID_SOCKET);
/* Connecter will destroy itself. */
this->game_connecter = nullptr;
if (_network_server) {
if (!ServerNetworkGameSocketHandler::ValidateClient(sock, address)) return;
Debug(net, 3, "[{}] Client connected from {} on frame {}", ServerNetworkGameSocketHandler::GetName(), address.GetHostname(), _frame_counter);
ServerNetworkGameSocketHandler::AcceptConnection(sock, address);
} else {
/* The client informs the Game Coordinator about the success. The server
* doesn't have to, as it is implied by the client telling. */
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
this->SendPacket(p);
/* Find the connecter; it can happen it no longer exist, in cases where
* we aborted the connect but the Game Coordinator was already in the
* processes of connecting us. */
auto connecter_it = this->connecter.find(token);
if (connecter_it != this->connecter.end()) {
connecter_it->second.second->SetConnected(sock);
this->connecter.erase(connecter_it);
}
}
/* Close all remaining connections. */
this->CloseToken(token);
}
/**
* Callback from the STUN connecter to inform the Game Coordinator about the
* result of the STUN.
*
* This helps the Game Coordinator not to wait for a timeout on its end, but
* rather react as soon as the client/server knows the result.
*/
void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string &token, uint8_t family, bool result)
{
Packet *p = new Packet(PACKET_COORDINATOR_SERCLI_STUN_RESULT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(token);
p->Send_uint8(family);
p->Send_bool(result);
this->SendPacket(p);
}
/**
* Close the STUN handler.
* @param token The token used for the STUN handlers.
* @param family The family of STUN handlers to close. AF_UNSPEC to close all STUN handlers for this token.
*/
void ClientNetworkCoordinatorSocketHandler::CloseStunHandler(const std::string &token, uint8_t family)
{
auto stun_it = this->stun_handlers.find(token);
if (stun_it == this->stun_handlers.end()) return;
if (family == AF_UNSPEC) {
for (auto &[family, stun_handler] : stun_it->second) {
stun_handler->CloseConnection();
stun_handler->CloseSocket();
}
this->stun_handlers.erase(stun_it);
} else {
auto family_it = stun_it->second.find(family);
if (family_it == stun_it->second.end()) return;
family_it->second->CloseConnection();
family_it->second->CloseSocket();
stun_it->second.erase(family_it);
}
}
/**
* Close the TURN handler.
* @param token The token used for the TURN handler.
*/
void ClientNetworkCoordinatorSocketHandler::CloseTurnHandler(const std::string &token)
{
CloseWindowByClass(WC_NETWORK_ASK_RELAY, NRWCD_HANDLED);
auto turn_it = this->turn_handlers.find(token);
if (turn_it == this->turn_handlers.end()) return;
turn_it->second->CloseConnection();
turn_it->second->CloseSocket();
/* We don't remove turn_handler here, as we can be called from within that
* turn_handler instance, so our object cannot be free'd yet. Instead, we
* check later if the connection is closed, and free the object then. */
}
/**
* Close everything related to this connection token.
* @param token The connection token to close.
*/
void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
{
/* Close all remaining STUN / TURN connections. */
this->CloseStunHandler(token);
this->CloseTurnHandler(token);
/* Close the caller of the connection attempt. */
auto connecter_it = this->connecter.find(token);
if (connecter_it != this->connecter.end()) {
connecter_it->second.second->SetFailure();
this->connecter.erase(connecter_it);
}
}
/**
* Close all pending connection tokens.
*/
void ClientNetworkCoordinatorSocketHandler::CloseAllConnections()
{
/* 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) {
this->CloseStunHandler(token);
this->CloseTurnHandler(token);
it.second->SetFailure();
/* Inform the Game Coordinator he can stop trying to connect us to the server. */
this->ConnectFailure(token, 0);
}
this->stun_handlers.clear();
this->turn_handlers.clear();
this->connecter.clear();
/* Also close any pending invite-code requests. */
for (auto &[invite_code, it] : this->connecter_pre) {
it->SetFailure();
}
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.
*/
void ClientNetworkCoordinatorSocketHandler::SendReceive()
{
/* Private games are not listed via the Game Coordinator. */
if (_network_server && _settings_client.network.server_game_type == SERVER_GAME_TYPE_LOCAL) {
if (this->sock != INVALID_SOCKET) {
this->CloseConnection();
}
return;
}
static int last_attempt_backoff = 1;
static bool first_reconnect = true;
if (this->sock == INVALID_SOCKET) {
static std::chrono::steady_clock::time_point last_attempt = {};
/* Don't auto-reconnect when we are not a server. */
if (!_network_server) return;
/* Don't reconnect if we are connecting. */
if (this->connecting) return;
/* Throttle how often we try to reconnect. */
if (std::chrono::steady_clock::now() < last_attempt + std::chrono::seconds(1) * last_attempt_backoff) return;
last_attempt = std::chrono::steady_clock::now();
/* Delay reconnecting with up to 32 seconds. */
if (last_attempt_backoff < 32) {
last_attempt_backoff *= 2;
}
/* Do not reconnect on the first attempt, but only initialize the
* last_attempt variables. Otherwise after an outage all servers
* reconnect at the same time, potentially overwhelming the
* Game Coordinator. */
if (first_reconnect) {
first_reconnect = false;
return;
}
Debug(net, 1, "Connection with Game Coordinator lost; reconnecting...");
this->Register();
return;
}
last_attempt_backoff = 1;
first_reconnect = true;
if (_network_server && _network_server_connection_type != CONNECTION_TYPE_UNKNOWN && std::chrono::steady_clock::now() > this->next_update) {
this->SendServerUpdate();
}
if (!_network_server && std::chrono::steady_clock::now() > this->last_activity + IDLE_TIMEOUT) {
this->CloseConnection();
return;
}
if (this->CanSendReceive()) {
if (this->ReceivePackets()) {
this->last_activity = std::chrono::steady_clock::now();
}
}
this->SendPackets();
for (const auto &[token, families] : this->stun_handlers) {
for (const auto &[family, stun_handler] : families) {
stun_handler->SendReceive();
}
}
/* Check for handlers that are not connecting nor connected. Destroy those objects. */
for (auto turn_it = this->turn_handlers.begin(); turn_it != this->turn_handlers.end(); /* nothing */) {
if (turn_it->second->connect_started && turn_it->second->connecter == nullptr && !turn_it->second->IsConnected()) {
turn_it = this->turn_handlers.erase(turn_it);
} else {
turn_it++;
}
}
for (const auto &[token, turn_handler] : this->turn_handlers) {
turn_handler->SendReceive();
}
}
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