(svn r15163) -Change/Fix: use a non-blocking method to resolve the hostname and connect to game servers.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent c9436c8d88
commit 28a641066e

@ -768,6 +768,8 @@ misc/str.hpp
misc/strapi.hpp
# Network Core
network/core/address.cpp
network/core/address.h
network/core/config.h
network/core/core.cpp
network/core/core.h
@ -779,6 +781,7 @@ network/core/packet.cpp
network/core/packet.h
network/core/tcp.cpp
network/core/tcp.h
network/core/tcp_connect.cpp
network/core/tcp_content.cpp
network/core/tcp_content.h
network/core/tcp_game.cpp

@ -0,0 +1,30 @@
/* $Id$ */
/** @file core/address.cpp Implementation of the address. */
#include "../../stdafx.h"
#ifdef ENABLE_NETWORK
#include "address.h"
#include "host.h"
const char *NetworkAddress::GetHostname() const
{
if (this->hostname != NULL) return this->hostname;
in_addr addr;
addr.s_addr = this->ip;
return inet_ntoa(addr);
}
uint32 NetworkAddress::GetIP()
{
if (!this->resolved) {
this->ip = NetworkResolveHost(this->hostname);
this->resolved = true;
}
return this->ip;
}
#endif /* ENABLE_NETWORK */

@ -0,0 +1,103 @@
/* $Id$ */
/** @file core/address.h Wrapper for network addresses. */
#ifndef NETWORK_ADDRESS_H
#define NETWORK_ADDRESS_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
/**
* Wrapper for (un)resolved network addresses; there's no reason to transform
* a numeric IP to a string and then back again to pass it to functions. It
* furthermore allows easier delaying of the hostname lookup.
*/
class NetworkAddress {
private:
bool resolved; ///< Has the IP address been resolved
char *hostname; ///< The hostname, NULL if there isn't one
uint32 ip; ///< The resolved IP address
uint16 port; ///< The port associated with the address
public:
/**
* Create a network address based on a resolved IP and port
* @param ip the resolved ip
* @param port the port
*/
NetworkAddress(in_addr_t ip, uint16 port) :
resolved(true),
hostname(NULL),
ip(ip),
port(port)
{
}
/**
* Create a network address based on a unresolved host and port
* @param ip the unresolved hostname
* @param port the port
*/
NetworkAddress(const char *hostname, uint16 port) :
resolved(false),
hostname(strdup(hostname)),
ip(0),
port(port)
{
}
/**
* Make a clone of another address
* @param address the address to clone
*/
NetworkAddress(const NetworkAddress &address) :
resolved(address.resolved),
hostname(address.hostname == NULL ? NULL : strdup(address.hostname)),
ip(address.ip),
port(address.port)
{
}
/** Clean up our mess */
~NetworkAddress()
{
free(hostname);
}
/**
* Get the hostname; in case it wasn't given the
* IPv4 dotted representation is given.
* @return the hostname
*/
const char *GetHostname() const;
/**
* Get the IP address. If the IP has not been resolved yet this will resolve
* it possibly blocking this function for a while
* @return the IP address
*/
uint32 GetIP();
/**
* Get the port
* @return the port
*/
uint16 GetPort() const
{
return this->port;
}
/**
* Check whether the IP address has been resolved already
* @return true iff the port has been resolved
*/
bool IsResolved() const
{
return this->resolved;
}
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_ADDRESS_H */

@ -201,5 +201,4 @@ bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
return this->packet_queue == NULL;
}
#endif /* ENABLE_NETWORK */

@ -10,6 +10,7 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "address.h"
#include "core.h"
#include "packet.h"
@ -31,6 +32,62 @@ public:
~NetworkTCPSocketHandler();
};
/**
* "Helper" class for creating TCP connections in a non-blocking manner
*/
class TCPConnecter {
private:
class ThreadObject *thread; ///< Thread used to create the TCP connection
bool connected; ///< Whether we succeeded in making the connection
bool aborted; ///< Whether we bailed out (i.e. connection making failed)
bool killed; ///< Whether we got killed
SOCKET sock; ///< The socket we're connecting with
/** The actual connection function */
void Connect();
/**
* Entry point for the new threads.
* @param param the TCPConnecter instance to call Connect on.
*/
static void ThreadEntry(void *param);
protected:
/** Address we're connecting to */
NetworkAddress address;
public:
/**
* Create a new connecter for the given address
* @param address the (un)resolved address to connect to
*/
TCPConnecter(const NetworkAddress &address);
/** Silence the warnings */
virtual ~TCPConnecter() {}
/**
* Callback when the connection succeeded.
* @param s the socket that we opened
*/
virtual void OnConnect(SOCKET s) {}
/**
* Callback for when the connection attempt failed.
*/
virtual void OnFailure() {}
/**
* Check whether we need to call the callback, i.e. whether we
* have connected or aborted and call the appropriate callback
* for that. It's done this way to ease on the locking that
* would otherwise be needed everywhere.
*/
static void CheckCallbacks();
/** Kill all connection attempts. */
static void KillAll();
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */

@ -0,0 +1,99 @@
/* $Id$ */
/**
* @file tcp_connect.cpp Basic functions to create connections without blocking.
*/
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../debug.h"
#include "../../core/smallvec_type.hpp"
#include "../../thread.h"
#include "tcp.h"
/** List of connections that are currently being created */
static SmallVector<TCPConnecter *, 1> _tcp_connecters;
TCPConnecter::TCPConnecter(const NetworkAddress &address) :
connected(false),
aborted(false),
killed(false),
sock(INVALID_SOCKET),
address(address)
{
*_tcp_connecters.Append() = this;
if (!ThreadObject::New(TCPConnecter::ThreadEntry, this, &this->thread)) {
this->Connect();
}
}
void TCPConnecter::Connect()
{
DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort());
this->sock = socket(AF_INET, SOCK_STREAM, 0);
if (this->sock == INVALID_SOCKET) {
this->aborted = true;
return;
}
if (!SetNoDelay(this->sock)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
struct sockaddr_in sin;
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = address.GetIP();
sin.sin_port = htons(address.GetPort());
/* We failed to connect for which reason what so ever */
if (connect(this->sock, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
closesocket(this->sock);
this->sock = INVALID_SOCKET;
this->aborted = true;
return;
}
if (!SetNonBlocking(this->sock)) DEBUG(net, 0, "Setting non-blocking mode failed");
this->connected = true;
}
/* static */ void TCPConnecter::ThreadEntry(void *param)
{
static_cast<TCPConnecter*>(param)->Connect();
}
/* static */ void TCPConnecter::CheckCallbacks()
{
for (TCPConnecter **iter = _tcp_connecters.Begin(); iter < _tcp_connecters.End(); /* nothing */) {
TCPConnecter *cur = *iter;
if ((cur->connected || cur->aborted) && cur->killed) {
_tcp_connecters.Erase(iter);
if (cur->sock != INVALID_SOCKET) closesocket(cur->sock);
delete cur;
continue;
}
if (cur->connected) {
_tcp_connecters.Erase(iter);
cur->OnConnect(cur->sock);
delete cur;
continue;
}
if (cur->aborted) {
_tcp_connecters.Erase(iter);
cur->OnFailure();
delete cur;
continue;
}
iter++;
}
}
/* static */ void TCPConnecter::KillAll()
{
for (TCPConnecter **iter = _tcp_connecters.Begin(); iter != _tcp_connecters.End(); iter++) (*iter)->killed = true;
}
#endif /* ENABLE_NETWORK */

@ -72,7 +72,6 @@ uint32 _network_server_bind_ip;
uint32 _sync_seed_1, _sync_seed_2;
uint32 _sync_frame;
bool _network_first_time;
uint32 _network_last_host_ip;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
@ -240,12 +239,6 @@ static void NetworkError(StringID error_string)
_switch_mode_errorstr = error_string;
}
static void ClientStartError(const char *error)
{
DEBUG(net, 0, "[client] could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_CLIENT_START);
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0, "[server] could not start network: %s",error);
@ -450,41 +443,6 @@ void NetworkCloseClient(NetworkClientSocket *cs)
CheckMinActiveClients();
}
// A client wants to connect to a server
static bool NetworkConnect(NetworkAddress address)
{
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort());
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) {
ClientStartError("socket() failed");
return false;
}
if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = address.GetIP();
sin.sin_port = htons(address.GetPort());
_network_last_host_ip = sin.sin_addr.s_addr;
/* We failed to connect for which reason what so ever */
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
return true;
}
// For the server, to accept new clients
static void NetworkAcceptClients()
{
@ -637,6 +595,8 @@ static void NetworkClose()
}
NetworkUDPCloseAll();
TCPConnecter::KillAll();
_networking = false;
_network_server = false;
@ -661,6 +621,24 @@ static void NetworkInitialize()
_network_reconnect = 0;
}
/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkDisconnect();
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
}
};
// Query a server to fetch his game-info
// If game_info is true, only the gameinfo is fetched,
// else only the client_info is fetched
@ -671,15 +649,7 @@ void NetworkTCPQueryServer(NetworkAddress address)
NetworkDisconnect();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(address);
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
} else { // No networking, close everything down again
NetworkDisconnect();
}
new TCPQueryConnecter(address);
}
/* Validates an address entered as a string and adds the server to
@ -726,6 +696,26 @@ void NetworkRebuildHostList()
}
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
virtual void OnConnect(SOCKET s)
{
_networking = true;
NetworkAllocClient(s);
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
}
};
// Used by clients, to connect to a server
void NetworkClientConnectGame(NetworkAddress address)
{
@ -739,17 +729,10 @@ void NetworkClientConnectGame(NetworkAddress address)
NetworkDisconnect();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(address);
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
// We are connected
if (_networking) {
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
} else {
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
new TCPClientConnecter(address);
}
static void NetworkInitGameInfo()
@ -964,6 +947,7 @@ static bool NetworkDoClientLoop()
void NetworkUDPGameLoop()
{
NetworkContentLoop();
TCPConnecter::CheckCallbacks();
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
@ -1154,24 +1138,6 @@ bool IsNetworkCompatibleVersion(const char *other)
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
}
const char *NetworkAddress::GetHostname() const
{
if (this->hostname != NULL) return this->hostname;
in_addr addr;
addr.s_addr = this->ip;
return inet_ntoa(addr);
}
uint32 NetworkAddress::GetIP()
{
if (!this->resolved) {
this->ip = NetworkResolveHost(this->hostname);
this->resolved = true;
}
return this->ip;
}
#endif /* ENABLE_NETWORK */
/* NOTE: this variable needs to be always available */

@ -7,6 +7,7 @@
#ifdef ENABLE_NETWORK
#include "core/address.h"
#include "network_type.h"
#include "../console_type.h"

@ -114,7 +114,6 @@ extern uint8 _network_join_waiting;
extern uint32 _network_join_bytes;
extern uint32 _network_join_bytes_total;
extern uint32 _network_last_host_ip;
extern uint8 _network_reconnect;
extern bool _network_udp_server;

@ -11,7 +11,6 @@
#include "../economy_type.h"
#include "core/config.h"
#include "core/game.h"
#include "core/os_abstraction.h"
enum {
/** How many clients can we have */
@ -115,95 +114,5 @@ enum NetworkErrorCode {
NETWORK_ERROR_FULL,
};
/**
* Wrapper for (un)resolved network addresses; there's no reason to transform
* a numeric IP to a string and then back again to pass it to functions. It
* furthermore allows easier delaying of the hostname lookup.
*/
class NetworkAddress {
private:
bool resolved; ///< Has the IP address been resolved
char *hostname; ///< The hostname, NULL if there isn't one
uint32 ip; ///< The resolved IP address
uint16 port; ///< The port associated with the address
public:
/**
* Create a network address based on a resolved IP and port
* @param ip the resolved ip
* @param port the port
*/
NetworkAddress(in_addr_t ip, uint16 port) :
resolved(true),
hostname(NULL),
ip(ip),
port(port)
{
}
/**
* Create a network address based on a unresolved host and port
* @param ip the unresolved hostname
* @param port the port
*/
NetworkAddress(const char *hostname, uint16 port) :
resolved(false),
hostname(strdup(hostname)),
ip(0),
port(port)
{
}
/**
* Make a clone of another address
* @param address the address to clone
*/
NetworkAddress(const NetworkAddress &address) :
resolved(address.resolved),
hostname(address.hostname == NULL ? NULL : strdup(address.hostname)),
ip(address.ip),
port(address.port)
{
}
/** Clean up our mess */
~NetworkAddress()
{
free(hostname);
}
/**
* Get the hostname; in case it wasn't given the
* IPv4 dotted representation is given.
* @return the hostname
*/
const char *GetHostname() const;
/**
* Get the IP address. If the IP has not been resolved yet this will resolve
* it possibly blocking this function for a while
* @return the IP address
*/
uint32 GetIP();
/**
* Get the port
* @return the port
*/
uint16 GetPort() const
{
return this->port;
}
/**
* Check whether the IP address has been resolved already
* @return true iff the port has been resolved
*/
bool IsResolved() const
{
return this->resolved;
}
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_TYPE_H */

@ -14,8 +14,8 @@
#include "../date_func.h"
#include "../map_func.h"
#include "network_gamelist.h"
#include "network_udp.h"
#include "network_internal.h"
#include "network_udp.h"
#include "core/host.h"
#include "../variables.h"
#include "../newgrf_config.h"

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