mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
8a2da49413
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish!
170 lines
5.1 KiB
C++
170 lines
5.1 KiB
C++
/*
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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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/**
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* @file network_udp.cpp This file handles the UDP related communication.
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*
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* This is the GameServer <-> GameClient
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* communication before the game is being joined.
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*/
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#include "../stdafx.h"
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#include "../date_func.h"
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#include "../map_func.h"
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#include "../debug.h"
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#include "core/game_info.h"
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#include "network_gamelist.h"
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#include "network_internal.h"
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#include "network_udp.h"
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#include "network.h"
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#include "../core/endian_func.hpp"
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#include "../company_base.h"
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#include "../rev.h"
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#include "../newgrf_text.h"
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#include "../strings_func.h"
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#include "table/strings.h"
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#include "core/udp.h"
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#include "../safeguards.h"
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static bool _network_udp_server; ///< Is the UDP server started?
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static uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
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/** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
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struct UDPSocket {
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const std::string name; ///< The name of the socket.
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NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet.
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UDPSocket(const std::string &name) : name(name), socket(nullptr) {}
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void CloseSocket()
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{
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this->socket->CloseSocket();
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delete this->socket;
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this->socket = nullptr;
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}
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void ReceivePackets()
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{
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this->socket->ReceivePackets();
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}
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};
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static UDPSocket _udp_client("Client"); ///< udp client socket
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static UDPSocket _udp_server("Server"); ///< udp server socket
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///*** Communication with clients (we are server) ***/
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/** Helper class for handling all server side communication. */
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class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override;
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public:
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/**
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* Create the socket.
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* @param addresses The addresses to bind on.
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*/
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ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
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virtual ~ServerNetworkUDPSocketHandler() {}
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};
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void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr)
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{
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Packet packet(PACKET_UDP_SERVER_RESPONSE);
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this->SendPacket(&packet, client_addr);
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Debug(net, 7, "Queried from {}", client_addr->GetHostname());
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}
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///*** Communication with servers (we are client) ***/
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/** Helper class for handling all client side communication. */
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class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override;
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public:
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virtual ~ClientNetworkUDPSocketHandler() {}
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};
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void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr)
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{
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Debug(net, 3, "Server response from {}", client_addr->GetAddressAsString());
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NetworkAddServer(client_addr->GetAddressAsString(false), false, true);
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}
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/** Broadcast to all ips */
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static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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{
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for (NetworkAddress &addr : _broadcast_list) {
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Debug(net, 5, "Broadcasting to {}", addr.GetHostname());
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Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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socket->SendPacket(&p, &addr, true, true);
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}
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}
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/** Find all servers */
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void NetworkUDPSearchGame()
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{
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/* We are still searching.. */
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if (_network_udp_broadcast > 0) return;
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Debug(net, 3, "Searching server");
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NetworkUDPBroadCast(_udp_client.socket);
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_network_udp_broadcast = 300; // Stay searching for 300 ticks
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}
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/** Initialize the whole UDP bit. */
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void NetworkUDPInitialize()
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{
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/* If not closed, then do it. */
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if (_udp_server.socket != nullptr) NetworkUDPClose();
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Debug(net, 3, "Initializing UDP listeners");
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assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr);
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_udp_client.socket = new ClientNetworkUDPSocketHandler();
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NetworkAddressList server;
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GetBindAddresses(&server, _settings_client.network.server_port);
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_udp_server.socket = new ServerNetworkUDPSocketHandler(&server);
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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}
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/** Start the listening of the UDP server component. */
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void NetworkUDPServerListen()
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{
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_network_udp_server = _udp_server.socket->Listen();
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}
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/** Close all UDP related stuff. */
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void NetworkUDPClose()
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{
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_udp_client.CloseSocket();
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_udp_server.CloseSocket();
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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Debug(net, 5, "Closed UDP listeners");
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}
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/** Receive the UDP packets. */
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void NetworkBackgroundUDPLoop()
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{
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if (_network_udp_server) {
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_udp_server.ReceivePackets();
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} else {
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_udp_client.ReceivePackets();
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if (_network_udp_broadcast > 0) _network_udp_broadcast--;
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}
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}
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