Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/network/core/tcp.cpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * 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 tcp.cpp Basic functions to receive and send TCP packets.
 */

#include "../../stdafx.h"
#include "../../debug.h"

#include "tcp.h"

#include "../../safeguards.h"

/**
 * Construct a socket handler for a TCP connection.
 * @param s The just opened TCP connection.
 */
NetworkTCPSocketHandler::NetworkTCPSocketHandler(SOCKET s) :
		NetworkSocketHandler(),
		packet_queue(NULL), packet_recv(NULL),
		sock(s), writable(false)
{
}

NetworkTCPSocketHandler::~NetworkTCPSocketHandler()
{
	this->CloseConnection();

	if (this->sock != INVALID_SOCKET) closesocket(this->sock);
	this->sock = INVALID_SOCKET;
}

NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection(bool error)
{
	this->writable = false;
	NetworkSocketHandler::CloseConnection(error);

	/* Free all pending and partially received packets */
	while (this->packet_queue != NULL) {
		Packet *p = this->packet_queue->next;
		delete this->packet_queue;
		this->packet_queue = p;
	}
	delete this->packet_recv;
	this->packet_recv = NULL;

	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * This function puts the packet in the send-queue and it is send as
 * soon as possible. This is the next tick, or maybe one tick later
 * if the OS-network-buffer is full)
 * @param packet the packet to send
 */
void NetworkTCPSocketHandler::SendPacket(Packet *packet)
{
	Packet *p;
	assert(packet != NULL);

	packet->PrepareToSend();

	/* Reallocate the packet as in 99+% of the times we send at most 25 bytes and
	 * keeping the other 1400+ bytes wastes memory, especially when someone tries
	 * to do a denial of service attack! */
	packet->buffer = ReallocT(packet->buffer, packet->size);

	/* Locate last packet buffered for the client */
	p = this->packet_queue;
	if (p == NULL) {
		/* No packets yet */
		this->packet_queue = packet;
	} else {
		/* Skip to the last packet */
		while (p->next != NULL) p = p->next;
		p->next = packet;
	}
}

/**
 * Sends all the buffered packets out for this client. It stops when:
 *   1) all packets are send (queue is empty)
 *   2) the OS reports back that it can not send any more
 *      data right now (full network-buffer, it happens ;))
 *   3) sending took too long
 * @param closing_down Whether we are closing down the connection.
 * @return \c true if a (part of a) packet could be sent and
 *         the connection is not closed yet.
 */
SendPacketsState NetworkTCPSocketHandler::SendPackets(bool closing_down)
{
	ssize_t res;
	Packet *p;

	/* We can not write to this socket!! */
	if (!this->writable) return SPS_NONE_SENT;
	if (!this->IsConnected()) return SPS_CLOSED;

	p = this->packet_queue;
	while (p != NULL) {
		res = send(this->sock, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
		if (res == -1) {
			int err = GET_LAST_ERROR();
			if (err != EWOULDBLOCK) {
				/* Something went wrong.. close client! */
				if (!closing_down) {
					DEBUG(net, 0, "send failed with error %d", err);
					this->CloseConnection();
				}
				return SPS_CLOSED;
			}
			return SPS_PARTLY_SENT;
		}
		if (res == 0) {
			/* Client/server has left us :( */
			if (!closing_down) this->CloseConnection();
			return SPS_CLOSED;
		}

		p->pos += res;

		/* Is this packet sent? */
		if (p->pos == p->size) {
			/* Go to the next packet */
			this->packet_queue = p->next;
			delete p;
			p = this->packet_queue;
		} else {
			return SPS_PARTLY_SENT;
		}
	}

	return SPS_ALL_SENT;
}

/**
 * Receives a packet for the given client
 * @return The received packet (or NULL when it didn't receive one)
 */
Packet *NetworkTCPSocketHandler::ReceivePacket()
{
	ssize_t res;

	if (!this->IsConnected()) return NULL;

	if (this->packet_recv == NULL) {
		this->packet_recv = new Packet(this);
	}

	Packet *p = this->packet_recv;

	/* Read packet size */
	if (p->pos < sizeof(PacketSize)) {
		while (p->pos < sizeof(PacketSize)) {
		/* Read the size of the packet */
			res = recv(this->sock, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
			if (res == -1) {
				int err = GET_LAST_ERROR();
				if (err != EWOULDBLOCK) {
					/* Something went wrong... (104 is connection reset by peer) */
					if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
					this->CloseConnection();
					return NULL;
				}
				/* Connection would block, so stop for now */
				return NULL;
			}
			if (res == 0) {
				/* Client/server has left */
				this->CloseConnection();
				return NULL;
			}
			p->pos += res;
		}

		/* Read the packet size from the received packet */
		p->ReadRawPacketSize();

		if (p->size > SEND_MTU) {
			this->CloseConnection();
			return NULL;
		}
	}

	/* Read rest of packet */
	while (p->pos < p->size) {
		res = recv(this->sock, (char*)p->buffer + p->pos, p->size - p->pos, 0);
		if (res == -1) {
			int err = GET_LAST_ERROR();
			if (err != EWOULDBLOCK) {
				/* Something went wrong... (104 is connection reset by peer) */
				if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
				this->CloseConnection();
				return NULL;
			}
			/* Connection would block */
			return NULL;
		}
		if (res == 0) {
			/* Client/server has left */
			this->CloseConnection();
			return NULL;
		}

		p->pos += res;
	}

	/* Prepare for receiving a new packet */
	this->packet_recv = NULL;

	p->PrepareToRead();
	return p;
}

/**
 * Check whether this socket can send or receive something.
 * @return \c true when there is something to receive.
 * @note Sets #writable if more data can be sent.
 */
bool NetworkTCPSocketHandler::CanSendReceive()
{
	fd_set read_fd, write_fd;
	struct timeval tv;

	FD_ZERO(&read_fd);
	FD_ZERO(&write_fd);

	FD_SET(this->sock, &read_fd);
	FD_SET(this->sock, &write_fd);

	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
	if (select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv) < 0) return false;

	this->writable = !!FD_ISSET(this->sock, &write_fd);
	return FD_ISSET(this->sock, &read_fd) != 0;
}