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Location: cpp/openttd-patchpack/source/src/network/network_udp.cpp
r28731:377f4b908032
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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 | /*
* 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_udp.cpp This file handles the UDP related communication.
*
* This is the GameServer <-> GameClient
* communication before the game is being joined.
*/
#include "../stdafx.h"
#include "../timer/timer_game_calendar.h"
#include "../map_func.h"
#include "../debug.h"
#include "core/network_game_info.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "network_udp.h"
#include "network.h"
#include "../core/endian_func.hpp"
#include "../company_base.h"
#include "../rev.h"
#include "../newgrf_text.h"
#include "../strings_func.h"
#include "table/strings.h"
#include "core/udp.h"
#include "../safeguards.h"
static bool _network_udp_server; ///< Is the UDP server started?
static uint16_t _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
/** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
struct UDPSocket {
const std::string name; ///< The name of the socket.
NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet.
UDPSocket(const std::string &name) : name(name), socket(nullptr) {}
void CloseSocket()
{
this->socket->CloseSocket();
delete this->socket;
this->socket = nullptr;
}
void ReceivePackets()
{
this->socket->ReceivePackets();
}
};
static UDPSocket _udp_client("Client"); ///< udp client socket
static UDPSocket _udp_server("Server"); ///< udp server socket
///*** Communication with clients (we are 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;
public:
/**
* Create the socket.
* @param addresses The addresses to bind on.
*/
ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~ServerNetworkUDPSocketHandler() = default;
};
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet &, NetworkAddress &client_addr)
{
Packet packet(PACKET_UDP_SERVER_RESPONSE);
this->SendPacket(packet, client_addr);
Debug(net, 7, "Queried from {}", client_addr.GetHostname());
}
///*** Communication with servers (we are client) ***/
/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_SERVER_RESPONSE(Packet &p, NetworkAddress &client_addr) override;
public:
virtual ~ClientNetworkUDPSocketHandler() = default;
};
void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet &, NetworkAddress &client_addr)
{
Debug(net, 3, "Server response from {}", client_addr.GetAddressAsString());
NetworkAddServer(client_addr.GetAddressAsString(false), false, true);
}
/** Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
for (NetworkAddress &addr : _broadcast_list) {
Debug(net, 5, "Broadcasting to {}", addr.GetHostname());
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
socket->SendPacket(p, addr, true, true);
}
}
/** Find all servers */
void NetworkUDPSearchGame()
{
/* We are still searching.. */
if (_network_udp_broadcast > 0) return;
Debug(net, 3, "Searching server");
NetworkUDPBroadCast(_udp_client.socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
/** Initialize the whole UDP bit. */
void NetworkUDPInitialize()
{
/* If not closed, then do it. */
if (_udp_server.socket != nullptr) NetworkUDPClose();
Debug(net, 3, "Initializing UDP listeners");
assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr);
_udp_client.socket = new ClientNetworkUDPSocketHandler();
NetworkAddressList server;
GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server.socket = new ServerNetworkUDPSocketHandler(&server);
_network_udp_server = false;
_network_udp_broadcast = 0;
}
/** Start the listening of the UDP server component. */
void NetworkUDPServerListen()
{
_network_udp_server = _udp_server.socket->Listen();
}
/** Close all UDP related stuff. */
void NetworkUDPClose()
{
_udp_client.CloseSocket();
_udp_server.CloseSocket();
_network_udp_server = false;
_network_udp_broadcast = 0;
Debug(net, 5, "Closed UDP listeners");
}
/** Receive the UDP packets. */
void NetworkBackgroundUDPLoop()
{
if (_network_udp_server) {
_udp_server.ReceivePackets();
} else {
_udp_client.ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
}
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