OpenTTD Source 20241224-master-gee860a5c8e
network_turn.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10#include "../stdafx.h"
11#include "../debug.h"
12#include "../error.h"
13#include "../strings_func.h"
14#include "network_coordinator.h"
15#include "network_turn.h"
16
17#include "table/strings.h"
18
19#include "../safeguards.h"
20
23private:
25
26public:
32
33 void OnFailure() override
34 {
35 Debug(net, 9, "Turn::OnFailure()");
36
37 this->handler->connecter = nullptr;
38
39 this->handler->ConnectFailure();
40 }
41
42 void OnConnect(SOCKET s) override
43 {
44 Debug(net, 9, "Turn::OnConnect()");
45
46 this->handler->connecter = nullptr;
47
48 this->handler->sock = s;
49 }
50};
51
53{
54 Debug(net, 9, "Receive_TURN_ERROR()");
55
56 this->ConnectFailure();
57
58 return false;
59}
60
62{
63 Debug(net, 9, "Receive_TURN_CONNECTED()");
64
65 std::string hostname = p.Recv_string(NETWORK_HOSTNAME_LENGTH);
66
67 /* Act like we no longer have a socket, as we are handing it over to the
68 * game handler. */
69 SOCKET game_sock = this->sock;
70 this->sock = INVALID_SOCKET;
71
73 _network_coordinator_client.ConnectSuccess(this->token, game_sock, address);
74
75 return false;
76}
77
82{
83 Debug(net, 9, "Turn::Connect()");
84
85 this->connect_started = true;
86 this->connecter = TCPConnecter::Create<NetworkTurnConnecter>(this, this->connection_string);
87}
88
99/* static */ std::unique_ptr<ClientNetworkTurnSocketHandler> ClientNetworkTurnSocketHandler::Turn(const std::string &token, uint8_t tracking_number, const std::string &ticket, const std::string &connection_string)
100{
101 auto turn_handler = std::make_unique<ClientNetworkTurnSocketHandler>(token, tracking_number, connection_string);
102
103 auto p = std::make_unique<Packet>(turn_handler.get(), PACKET_TURN_SERCLI_CONNECT);
104 p->Send_uint8(NETWORK_COORDINATOR_VERSION);
105 p->Send_string(ticket);
106
107 turn_handler->SendPacket(std::move(p));
108
109 return turn_handler;
110}
111
112void ClientNetworkTurnSocketHandler::ConnectFailure()
113{
115}
116
118{
120
121 /* Also make sure any pending connecter is killed ASAP. */
122 if (this->connecter != nullptr) {
123 this->connecter->Kill();
124 this->connecter = nullptr;
125 }
126
128}
129
130ClientNetworkTurnSocketHandler::~ClientNetworkTurnSocketHandler()
131{
132 if (this->connecter != nullptr) {
133 this->connecter->Kill();
134 this->connecter = nullptr;
135 }
136}
137
143{
144 if (this->sock == INVALID_SOCKET) return;
145
146 if (this->CanSendReceive()) {
147 this->ReceivePackets();
148 }
149
150 this->SendPackets();
151}
void ConnectSuccess(const std::string &token, SOCKET sock, NetworkAddress &address)
Callback from a Connecter to let the Game Coordinator know the connection to the game server is estab...
void ConnectFailure(const std::string &token, uint8_t tracking_number)
Callback from a Connecter to let the Game Coordinator know the connection failed.
Class for handling the client side of the TURN connection.
bool Receive_TURN_ERROR(Packet &p) override
TURN server was unable to connect the client or server based on the token.
bool connect_started
Whether we started the connection.
uint8_t tracking_number
Tracking number of this connection.
std::string token
Token of this connection.
void Connect()
Connect to the TURN server.
bool Receive_TURN_CONNECTED(Packet &p) override
TURN server has connected client and server together and will now relay all packets to each other.
static std::unique_ptr< ClientNetworkTurnSocketHandler > Turn(const std::string &token, uint8_t tracking_number, const std::string &ticket, const std::string &connection_string)
Prepare a TURN connection.
void SendReceive()
Check whether we received/can send some data from/to the TURN server and when that's the case handle ...
std::string connection_string
The connection string of the TURN server we are connecting to.
std::shared_ptr< TCPConnecter > connecter
Connecter instance.
NetworkRecvStatus CloseConnection(bool error=true) override
This will put this socket handler in a close state.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition address.h:28
virtual NetworkRecvStatus CloseConnection(bool error=true)
This will put this socket handler in a close state.
Definition tcp.cpp:51
SOCKET sock
The socket currently connected to.
Definition tcp.h:38
SendPacketsState SendPackets(bool closing_down=false)
Sends all the buffered packets out for this client.
Definition tcp.cpp:86
bool CanSendReceive()
Check whether this socket can send or receive something.
Definition tcp.cpp:204
Connect to the TURN server.
NetworkTurnConnecter(ClientNetworkTurnSocketHandler *handler, const std::string &connection_string)
Initiate the connecting.
void OnFailure() override
Callback for when the connection attempt failed.
void OnConnect(SOCKET s) override
Callback when the connection succeeded.
bool ReceivePackets()
Receive a packet at TCP level.
Definition tcp_turn.cpp:44
"Helper" class for creating TCP connections in a non-blocking manner
Definition tcp.h:70
std::string connection_string
Current address we are connecting to (before resolving).
Definition tcp.h:99
static const uint16_t NETWORK_TURN_SERVER_PORT
The default port of the TURN server (TCP)
Definition config.h:23
static const uint8_t NETWORK_COORDINATOR_VERSION
What version of game-coordinator-protocol do we use?
Definition config.h:50
static const uint NETWORK_HOSTNAME_LENGTH
The maximum length of the host name, in bytes including '\0'.
Definition config.h:54
static const uint16_t NETWORK_DEFAULT_PORT
The default port of the game server (TCP & UDP)
Definition config.h:25
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:23
@ NETWORK_RECV_STATUS_OKAY
Everything is okay.
Definition core.h:24
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition debug.h:37
ClientNetworkCoordinatorSocketHandler _network_coordinator_client
The connection to the Game Coordinator.
Part of the network protocol handling Game Coordinator requests.
Part of the network protocol handling TURN requests.
Internal entity of a packet.
Definition packet.h:42
std::string Recv_string(size_t length, StringValidationSettings settings=SVS_REPLACE_WITH_QUESTION_MARK)
Reads characters (bytes) from the packet until it finds a '\0', or reaches a maximum of length charac...
Definition packet.cpp:425
@ PACKET_TURN_SERCLI_CONNECT
Client or server is connecting to the TURN server.
Definition tcp_turn.h:23