Changeset - r28683:2a55d40960ac
[Not reviewed]
master
0 3 0
Rubidium - 10 months ago 2024-02-03 18:43:38
rubidium@openttd.org
Codechange: use references for UDP packets
3 files changed with 27 insertions and 27 deletions:
0 comments (0 inline, 0 general)
src/network/core/udp.cpp
Show inline comments
 
@@ -71,19 +71,19 @@ void NetworkUDPSocketHandler::CloseSocke
 
 * @param all  send the packet using all sockets that can send it
 
 * @param broadcast whether to send a broadcast message
 
 */
 
void NetworkUDPSocketHandler::SendPacket(Packet *p, NetworkAddress *recv, bool all, bool broadcast)
 
void NetworkUDPSocketHandler::SendPacket(Packet &p, NetworkAddress &recv, bool all, bool broadcast)
 
{
 
	if (this->sockets.empty()) this->Listen();
 

	
 
	for (auto &s : this->sockets) {
 
		/* Make a local copy because if we resolve it we cannot
 
		 * easily unresolve it so we can resolve it later again. */
 
		NetworkAddress send(*recv);
 
		NetworkAddress send(recv);
 

	
 
		/* Not the same type */
 
		if (!send.IsFamily(s.second.GetAddress()->ss_family)) continue;
 

	
 
		p->PrepareToSend();
 
		p.PrepareToSend();
 

	
 
		if (broadcast) {
 
			/* Enable broadcast */
 
@@ -94,7 +94,7 @@ void NetworkUDPSocketHandler::SendPacket
 
		}
 

	
 
		/* Send the buffer */
 
		ssize_t res = p->TransferOut<int>(sendto, s.first, 0, (const struct sockaddr *)send.GetAddress(), send.GetAddressLength());
 
		ssize_t res = p.TransferOut<int>(sendto, s.first, 0, (const struct sockaddr *)send.GetAddress(), send.GetAddressLength());
 
		Debug(net, 7, "sendto({})", send.GetAddressAsString());
 

	
 
		/* Check for any errors, but ignore it otherwise */
 
@@ -140,7 +140,7 @@ void NetworkUDPSocketHandler::ReceivePac
 
			p.PrepareToRead();
 

	
 
			/* Handle the packet */
 
			this->HandleUDPPacket(&p, &address);
 
			this->HandleUDPPacket(p, address);
 
		}
 
	}
 
}
 
@@ -150,14 +150,14 @@ void NetworkUDPSocketHandler::ReceivePac
 
 * @param p the received packet
 
 * @param client_addr the sender of the packet
 
 */
 
void NetworkUDPSocketHandler::HandleUDPPacket(Packet *p, NetworkAddress *client_addr)
 
void NetworkUDPSocketHandler::HandleUDPPacket(Packet &p, NetworkAddress &client_addr)
 
{
 
	PacketUDPType type;
 

	
 
	/* New packet == new client, which has not quit yet */
 
	this->Reopen();
 

	
 
	type = (PacketUDPType)p->Recv_uint8();
 
	type = (PacketUDPType)p.Recv_uint8();
 

	
 
	switch (this->HasClientQuit() ? PACKET_UDP_END : type) {
 
		case PACKET_UDP_CLIENT_FIND_SERVER:   this->Receive_CLIENT_FIND_SERVER(p, client_addr);   break;
 
@@ -165,9 +165,9 @@ void NetworkUDPSocketHandler::HandleUDPP
 

	
 
		default:
 
			if (this->HasClientQuit()) {
 
				Debug(net, 0, "[udp] Received invalid packet type {} from {}", type, client_addr->GetAddressAsString());
 
				Debug(net, 0, "[udp] Received invalid packet type {} from {}", type, client_addr.GetAddressAsString());
 
			} else {
 
				Debug(net, 0, "[udp] Received illegal packet from {}", client_addr->GetAddressAsString());
 
				Debug(net, 0, "[udp] Received illegal packet from {}", client_addr.GetAddressAsString());
 
			}
 
			break;
 
	}
 
@@ -178,10 +178,10 @@ void NetworkUDPSocketHandler::HandleUDPP
 
 * @param type The received packet type.
 
 * @param client_addr The address we received the packet from.
 
 */
 
void NetworkUDPSocketHandler::ReceiveInvalidPacket(PacketUDPType type, NetworkAddress *client_addr)
 
void NetworkUDPSocketHandler::ReceiveInvalidPacket(PacketUDPType type, NetworkAddress &client_addr)
 
{
 
	Debug(net, 0, "[udp] Received packet type {} on wrong port from {}", type, client_addr->GetAddressAsString());
 
	Debug(net, 0, "[udp] Received packet type {} on wrong port from {}", type, client_addr.GetAddressAsString());
 
}
 

	
 
void NetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *, NetworkAddress *client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_CLIENT_FIND_SERVER, client_addr); }
 
void NetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *, NetworkAddress *client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_SERVER_RESPONSE, client_addr); }
 
void NetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet &, NetworkAddress &client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_CLIENT_FIND_SERVER, client_addr); }
 
void NetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet &, NetworkAddress &client_addr) { this->ReceiveInvalidPacket(PACKET_UDP_SERVER_RESPONSE, client_addr); }
src/network/core/udp.h
Show inline comments
 
@@ -30,23 +30,23 @@ protected:
 
	/** The opened sockets. */
 
	SocketList sockets;
 

	
 
	void ReceiveInvalidPacket(PacketUDPType, NetworkAddress *client_addr);
 
	void ReceiveInvalidPacket(PacketUDPType, NetworkAddress &client_addr);
 

	
 
	/**
 
	 * Queries to the server for information about the game.
 
	 * @param p           The received packet.
 
	 * @param client_addr The origin of the packet.
 
	 */
 
	virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
 
	virtual void Receive_CLIENT_FIND_SERVER(Packet &p, NetworkAddress &client_addr);
 

	
 
	/**
 
	 * Response to a query letting the client know we are here.
 
	 * @param p           The received packet.
 
	 * @param client_addr The origin of the packet.
 
	 */
 
	virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
 
	virtual void Receive_SERVER_RESPONSE(Packet &p, NetworkAddress &client_addr);
 

	
 
	void HandleUDPPacket(Packet *p, NetworkAddress *client_addr);
 
	void HandleUDPPacket(Packet &p, NetworkAddress &client_addr);
 
public:
 
	NetworkUDPSocketHandler(NetworkAddressList *bind = nullptr);
 

	
 
@@ -56,7 +56,7 @@ public:
 
	bool Listen();
 
	void CloseSocket();
 

	
 
	void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
 
	void SendPacket(Packet &p, NetworkAddress &recv, bool all = false, bool broadcast = false);
 
	void ReceivePackets();
 
};
 

	
src/network/network_udp.cpp
Show inline comments
 
@@ -63,7 +63,7 @@ static UDPSocket _udp_server("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_FIND_SERVER(Packet &p, NetworkAddress &client_addr) override;
 
public:
 
	/**
 
	 * Create the socket.
 
@@ -73,12 +73,12 @@ public:
 
	virtual ~ServerNetworkUDPSocketHandler() = default;
 
};
 

	
 
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *, NetworkAddress *client_addr)
 
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet &, NetworkAddress &client_addr)
 
{
 
	Packet packet(PACKET_UDP_SERVER_RESPONSE);
 
	this->SendPacket(&packet, client_addr);
 
	this->SendPacket(packet, client_addr);
 

	
 
	Debug(net, 7, "Queried from {}", client_addr->GetHostname());
 
	Debug(net, 7, "Queried from {}", client_addr.GetHostname());
 
}
 

	
 
///*** Communication with servers (we are client) ***/
 
@@ -86,16 +86,16 @@ void ServerNetworkUDPSocketHandler::Rece
 
/** 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_SERVER_RESPONSE(Packet &p, NetworkAddress &client_addr) override;
 
public:
 
	virtual ~ClientNetworkUDPSocketHandler() = default;
 
};
 

	
 
void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *, NetworkAddress *client_addr)
 
void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet &, NetworkAddress &client_addr)
 
{
 
	Debug(net, 3, "Server response from {}", client_addr->GetAddressAsString());
 
	Debug(net, 3, "Server response from {}", client_addr.GetAddressAsString());
 

	
 
	NetworkAddServer(client_addr->GetAddressAsString(false), false, true);
 
	NetworkAddServer(client_addr.GetAddressAsString(false), false, true);
 
}
 

	
 
/** Broadcast to all ips */
 
@@ -105,7 +105,7 @@ static void NetworkUDPBroadCast(NetworkU
 
		Debug(net, 5, "Broadcasting to {}", addr.GetHostname());
 

	
 
		Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
 
		socket->SendPacket(&p, &addr, true, true);
 
		socket->SendPacket(p, addr, true, true);
 
	}
 
}
 

	
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