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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_query.cpp Query part of the network protocol. */
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#include "../stdafx.h"
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#include "core/game_info.h"
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#include "network_query.h"
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#include "network_gamelist.h"
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#include "../error.h"
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#include "table/strings.h"
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#include "../safeguards.h"
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std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {};
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NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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assert(this->sock != INVALID_SOCKET);
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return status;
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}
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/**
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* Check the connection's state, i.e. is the connection still up?
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*/
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bool QueryNetworkGameSocketHandler::CheckConnection()
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{
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std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
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/* If there was no response in 5 seconds, terminate the query. */
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if (lag > std::chrono::seconds(5)) {
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this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
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return false;
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}
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return true;
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}
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/**
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* Check whether we received/can send some data from/to the server and
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* when that's the case handle it appropriately.
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* @return true when everything went okay.
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*/
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bool QueryNetworkGameSocketHandler::Receive()
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{
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if (this->CanSendReceive()) {
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NetworkRecvStatus res = this->ReceivePackets();
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if (res != NETWORK_RECV_STATUS_OKAY) {
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this->CloseConnection(res);
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return false;
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}
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}
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return true;
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}
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/** Send the packets of this socket handler. */
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void QueryNetworkGameSocketHandler::Send()
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{
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this->SendPackets();
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}
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/**
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* Query the server for server information.
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*/
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NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
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{
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this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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{
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/* We try to join a server which is full */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_FULL;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
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{
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/* We try to join a server where we are banned */
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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{
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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/* Clear any existing GRFConfig chain. */
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ClearGRFConfigList(&item->info.grfconfig);
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/* Retrieve the NetworkGameInfo from the packet. */
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DeserializeNetworkGameInfo(p, &item->info);
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/* Check for compatability with the client. */
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CheckGameCompatibility(item->info);
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/* Ensure we consider the server online. */
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item->online = true;
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UpdateNetworkGameWindow();
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
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{
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NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
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/* If we query a server that is 1.11.1 or older, we get an
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* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
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* error popup in that case.
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*/
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if (error == NETWORK_ERROR_NOT_EXPECTED) {
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ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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}
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/**
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* Check if any query needs to send or receive.
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*/
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/* static */ void QueryNetworkGameSocketHandler::SendReceive()
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{
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for (auto it = QueryNetworkGameSocketHandler::queries.begin(); it != QueryNetworkGameSocketHandler::queries.end(); /* nothing */) {
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if (!(*it)->Receive()) {
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it = QueryNetworkGameSocketHandler::queries.erase(it);
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} else if (!(*it)->CheckConnection()) {
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it = QueryNetworkGameSocketHandler::queries.erase(it);
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} else {
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it++;
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}
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}
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for (auto &query : QueryNetworkGameSocketHandler::queries) {
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query->Send();
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}
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}
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@ -0,0 +1,59 @@
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_query.h Query part of the network protocol. */
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#ifndef NETWORK_QUERY_H
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#define NETWORK_QUERY_H
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#include "network_internal.h"
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/** Class for handling the client side of quering a game server. */
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class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
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private:
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static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
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std::string connection_string; ///< Address we are connected to.
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protected:
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NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
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NetworkRecvStatus SendGameInfo();
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bool CheckConnection();
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void Send();
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bool Receive();
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public:
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/**
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* Create a new socket for the client side of quering game server.
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* @param s The socket to connect with.
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* @param connection_string The connection string of the server.
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*/
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QueryNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string) {}
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/**
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* Start to query a server based on an open socket.
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* @param s The socket to connect with.
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* @param connection_string The connection string of the server.
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*/
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static void QueryServer(SOCKET s, const std::string &connection_string)
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{
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auto query = std::make_unique<QueryNetworkGameSocketHandler>(s, connection_string);
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query->SendGameInfo();
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QueryNetworkGameSocketHandler::queries.push_back(std::move(query));
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}
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static void SendReceive();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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};
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#endif /* NETWORK_QUERY_H */
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