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Location: cpp/openttd-patchpack/source/src/network/network_query.cpp
r28731:377f4b908032
5.2 KiB
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | /*
* 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_query.cpp Query part of the network protocol. */
#include "../stdafx.h"
#include "core/network_game_info.h"
#include "network_query.h"
#include "network_gamelist.h"
#include "../error.h"
#include "table/strings.h"
#include "../safeguards.h"
std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {};
NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
assert(this->sock != INVALID_SOCKET);
/* Connection is closed, but we never received a packet. Must be offline. */
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
if (item->refreshing) {
item->status = NGLS_OFFLINE;
item->refreshing = false;
UpdateNetworkGameWindow();
}
return status;
}
/**
* Check the connection's state, i.e. is the connection still up?
*/
bool QueryNetworkGameSocketHandler::CheckConnection()
{
std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
/* If there was no response in 5 seconds, terminate the query. */
if (lag > std::chrono::seconds(5)) {
Debug(net, 0, "Timeout while waiting for response from {}", this->connection_string);
this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
return false;
}
return true;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
bool QueryNetworkGameSocketHandler::Receive()
{
if (this->CanSendReceive()) {
NetworkRecvStatus res = this->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
this->CloseConnection(res);
return false;
}
}
return true;
}
/** Send the packets of this socket handler. */
void QueryNetworkGameSocketHandler::Send()
{
this->SendPackets();
}
/**
* Query the server for server information.
*/
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
Debug(net, 9, "Query::SendGameInfo()");
this->SendPacket(std::make_unique<Packet>(PACKET_CLIENT_GAME_INFO));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_FULL()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_FULL;
item->refreshing = false;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
{
Debug(net, 9, "Query::Receive_SERVER_BANNED()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
item->status = NGLS_BANNED;
item->refreshing = false;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &p)
{
Debug(net, 9, "Query::Receive_SERVER_GAME_INFO()");
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
/* 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->status = NGLS_ONLINE;
item->refreshing = false;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
{
NetworkErrorCode error = (NetworkErrorCode)p.Recv_uint8();
Debug(net, 9, "Query::Receive_SERVER_ERROR(): error={}", error);
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
if (error == NETWORK_ERROR_NOT_EXPECTED) {
/* If we query a server that is 1.11.1 or older, we get an
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show to the
* user this server is too old to query.
*/
item->status = NGLS_TOO_OLD;
} else {
item->status = NGLS_OFFLINE;
}
item->refreshing = false;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
/**
* Check if any query needs to send or receive.
*/
/* static */ void QueryNetworkGameSocketHandler::SendReceive()
{
for (auto it = QueryNetworkGameSocketHandler::queries.begin(); it != QueryNetworkGameSocketHandler::queries.end(); /* nothing */) {
if (!(*it)->Receive()) {
it = QueryNetworkGameSocketHandler::queries.erase(it);
} else if (!(*it)->CheckConnection()) {
it = QueryNetworkGameSocketHandler::queries.erase(it);
} else {
it++;
}
}
for (auto &query : QueryNetworkGameSocketHandler::queries) {
query->Send();
}
}
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