(svn r16014) -Feature(-ish): allow binding to several IPs; [network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]

pull/155/head
rubidium 15 years ago
parent bb02e72326
commit 8cd7def31c

@ -55,6 +55,7 @@ ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
StringList _network_bind_list;
StringList _network_host_list;
StringList _network_ban_list;
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
@ -542,9 +543,12 @@ static bool NetworkListen()
{
assert(_listensockets.Length() == 0);
NetworkAddress address(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
NetworkAddressList addresses;
GetBindAddresses(&addresses, _settings_client.network.server_port);
address.Listen(SOCK_STREAM, &_listensockets);
for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
address->Listen(SOCK_STREAM, &_listensockets);
}
if (_listensockets.Length() == 0) {
ServerStartError("Could not create listening socket");
@ -664,6 +668,23 @@ void NetworkAddServer(const char *b)
}
}
/**
* Get the addresses to bind to.
* @param addresses the list to write to.
* @param port the port to bind to.
*/
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
*addresses->Append() = NetworkAddress(*iter, port);
}
/* No address, so bind to everything. */
if (addresses->Length() == 0) {
*addresses->Append() = NetworkAddress("", port);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */

@ -21,6 +21,7 @@ extern ClientID _redirect_console_to_client;
extern bool _network_need_advertise;
extern uint32 _network_last_advertise_frame;
extern uint8 _network_reconnect;
extern StringList _network_bind_list;
extern StringList _network_host_list;
extern StringList _network_ban_list;

@ -123,6 +123,7 @@ extern CompanyMask _network_company_passworded;
void NetworkTCPQueryServer(NetworkAddress address);
void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow(bool unselect);

@ -546,15 +546,14 @@ void NetworkUDPInitialize()
_network_udp_mutex->BeginCritical();
NetworkAddressList server;
*server.Append() = NetworkAddress(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
_udp_client_socket = new ClientNetworkUDPSocketHandler();
NetworkAddressList server;
GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
for (NetworkAddress *iter = server.Begin(); iter != server.End(); iter++) {
iter->SetPort(0);
}
server.Clear();
GetBindAddresses(&server, 0);
_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
_network_udp_server = false;

@ -544,7 +544,10 @@ int ttd_main(int argc, char *argv[])
if (_cur_resolution.height <= 0) _cur_resolution.height = 1;
#if defined(ENABLE_NETWORK)
if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host);
if (dedicated_host) {
_network_bind_list.Clear();
*_network_bind_list.Append() = strdup(dedicated_host);
}
if (dedicated_port) _settings_client.network.server_port = dedicated_port;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */

@ -1277,6 +1277,7 @@ static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescP
proc(ini, _currency_settings,"currency", &_custom_currency);
#ifdef ENABLE_NETWORK
proc_list(ini, "server_bind_addresses", &_network_bind_list);
proc_list(ini, "servers", &_network_host_list);
proc_list(ini, "bans", &_network_ban_list);
#endif /* ENABLE_NETWORK */

@ -112,7 +112,6 @@ struct NetworkSettings {
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to join
bool pause_on_join; ///< pause the game when people join
char server_bind_ip[NETWORK_HOSTNAME_LENGTH]; ///< IP address the server binds to
uint16 server_port; ///< port the server listens on
char server_name[NETWORK_NAME_LENGTH]; ///< name of the server
char server_password[NETWORK_PASSWORD_LENGTH]; ///< passowrd for joining this server

@ -563,7 +563,6 @@ const SettingDesc _settings[] = {
SDTC_VAR(network.frame_freq, SLE_UINT8,C|S,NO, 0, 0, 100, 0, STR_NULL, NULL),
SDTC_VAR(network.max_join_time, SLE_UINT16, S, NO, 500, 0, 32000, 0, STR_NULL, NULL),
SDTC_BOOL(network.pause_on_join, S, NO, true, STR_NULL, NULL),
SDTC_STR(network.server_bind_ip, SLE_STRB, S, NO, "", STR_NULL, NULL),
SDTC_VAR(network.server_port, SLE_UINT16, S, NO,NETWORK_DEFAULT_PORT,0,65535,0,STR_NULL, NULL),
SDTC_BOOL(network.server_advertise, S, NO, false, STR_NULL, NULL),
SDTC_VAR(network.lan_internet, SLE_UINT8, S, NO, 0, 0, 1, 0, STR_NULL, NULL),

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