/* $Id$ */ /** * @file tcp.cpp Basic functions to receive and send TCP packets. */ #ifdef ENABLE_NETWORK #include "../../stdafx.h" #include "../../debug.h" #include "../../openttd.h" #include "../../variables.h" #include "table/strings.h" #include "../network_data.h" #include "packet.h" #include "tcp.h" /** Very ugly temporary hack !!! */ void NetworkTCPSocketHandler::Initialize() { this->sock = INVALID_SOCKET; this->index = 0; this->last_frame = 0; this->last_frame_server = 0; this->lag_test = 0; this->status = STATUS_INACTIVE; this->has_quit = false; this->writable = false; this->packet_queue = NULL; this->packet_recv = NULL; this->command_queue = NULL; } void NetworkTCPSocketHandler::Destroy() { closesocket(this->sock); this->writable = false; this->has_quit = true; /* 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; while (this->command_queue != NULL) { CommandPacket *p = this->command_queue->next; free(this->command_queue); this->command_queue = p; } } /** * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit * A socket can make errors. When that happens this handles what to do. * For clients: close connection and drop back to main-menu * For servers: close connection and that is it * @return the new status * TODO: needs to be splitted when using client and server socket packets */ NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection() { NetworkCloseClient(this); /* Clients drop back to the main menu */ if (!_network_server && _networking) { _switch_mode = SM_MENU; _networking = false; _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION; return NETWORK_RECV_STATUS_CONN_LOST; } 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::Send_Packet(Packet *packet) { Packet *p; assert(packet != NULL); packet->PrepareToSend(); /* 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 */ bool NetworkTCPSocketHandler::Send_Packets() { ssize_t res; Packet *p; /* We can not write to this socket!! */ if (!this->writable) return false; if (!this->IsConnected()) return false; 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! */ DEBUG(net, 0, "send failed with error %d", err); this->CloseConnection(); return false; } return true; } if (res == 0) { /* Client/server has left us :( */ this->CloseConnection(); return false; } 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 true; } } return true; } /** * Receives a packet for the given client * @param status the variable to store the status into * @return the received packet (or NULL when it didn't receive one) */ Packet *NetworkTCPSocketHandler::Recv_Packet(NetworkRecvStatus *status) { ssize_t res; Packet *p; *status = NETWORK_RECV_STATUS_OKAY; if (!this->IsConnected()) return NULL; if (this->packet_recv == NULL) { this->packet_recv = new Packet(this); if (this->packet_recv == NULL) error("Failed to allocate 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); *status = this->CloseConnection(); return NULL; } /* Connection would block, so stop for now */ return NULL; } if (res == 0) { /* Client/server has left */ *status = this->CloseConnection(); return NULL; } p->pos += res; } /* Read the packet size from the received packet */ p->ReadRawPacketSize(); if (p->size > SEND_MTU) { *status = 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); *status = this->CloseConnection(); return NULL; } /* Connection would block */ return NULL; } if (res == 0) { /* Client/server has left */ *status = this->CloseConnection(); return NULL; } p->pos += res; } /* Prepare for receiving a new packet */ this->packet_recv = NULL; p->PrepareToRead(); return p; } bool NetworkTCPSocketHandler::IsPacketQueueEmpty() { return this->packet_queue == NULL; } #endif /* ENABLE_NETWORK */