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@@ -11,6 +11,7 @@
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#define NETWORK_COORDINATOR_H
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#include "core/tcp_coordinator.h"
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#include "network_stun.h"
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#include <map>
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/**
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@@ -33,6 +34,12 @@
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* - Send the client a GC_CONNECT with the peer address.
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* - a) Client connects, client sends CLIENT_CONNECTED to Game Coordinator.
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* - b) Client connect fails, client sends CLIENT_CONNECT_FAILED to Game Coordinator.
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* 2) STUN? (see https://en.wikipedia.org/wiki/STUN)
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* - Game Coordinator sends GC_STUN_REQUEST to server/client (asking for both IPv4 and IPv6 STUN requests).
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* - Game Coordinator collects what combination works and sends GC_STUN_CONNECT to server/client.
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* - a) Server/client connect, client sends CLIENT_CONNECTED to Game Coordinator.
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* - b) Server/client connect fails, both send SERCLI_CONNECT_FAILED to Game Coordinator.
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* - Game Coordinator tries other combination if available.
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* - If all fails, Game Coordinator sends GC_CONNECT_FAILED to indicate no connection is possible.
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*/
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@@ -42,6 +49,7 @@ private:
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std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
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std::map<std::string, TCPServerConnecter *> connecter; ///< Based on tokens, the current connecters that are pending.
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std::map<std::string, TCPServerConnecter *> connecter_pre; ///< Based on invite codes, the current connecters that are pending.
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std::map<std::string, std::map<int, std::unique_ptr<ClientNetworkStunSocketHandler>>> stun_handlers; ///< All pending STUN handlers, stored by token:family.
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TCPConnecter *game_connecter = nullptr; ///< Pending connecter to the game server.
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protected:
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@@ -51,6 +59,8 @@ protected:
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bool Receive_GC_CONNECTING(Packet *p) override;
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bool Receive_GC_CONNECT_FAILED(Packet *p) override;
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bool Receive_GC_DIRECT_CONNECT(Packet *p) override;
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bool Receive_GC_STUN_REQUEST(Packet *p) override;
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bool Receive_GC_STUN_CONNECT(Packet *p) override;
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public:
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/** The idle timeout; when to close the connection because it's idle. */
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@@ -65,11 +75,13 @@ public:
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void SendReceive();
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void ConnectFailure(const std::string &token, uint8 tracking_number);
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void ConnectSuccess(const std::string &token, SOCKET sock);
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void ConnectSuccess(const std::string &token, SOCKET sock, NetworkAddress &address);
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void StunResult(const std::string &token, uint8 family, bool result);
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void Connect();
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void CloseToken(const std::string &token);
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void CloseAllTokens();
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void CloseStunHandler(const std::string &token, uint8 family = AF_UNSPEC);
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void Register();
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void SendServerUpdate();
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