OpenTTD Source  20240919-master-gdf0233f4c2
NetworkTCPSocketHandler Class Reference

Base socket handler for all TCP sockets. More...

#include <tcp.h>

Inheritance diagram for NetworkTCPSocketHandler:
NetworkSocketHandler NetworkAdminSocketHandler NetworkContentSocketHandler NetworkCoordinatorSocketHandler NetworkGameSocketHandler NetworkStunSocketHandler NetworkTurnSocketHandler ServerNetworkAdminSocketHandler ClientNetworkContentSocketHandler ClientNetworkCoordinatorSocketHandler ClientNetworkGameSocketHandler QueryNetworkGameSocketHandler ServerNetworkGameSocketHandler ClientNetworkStunSocketHandler ClientNetworkTurnSocketHandler

Public Member Functions

bool IsConnected () const
 Whether this socket is currently bound to a socket. More...
 
virtual NetworkRecvStatus CloseConnection (bool error=true)
 This will put this socket handler in a close state. More...
 
void CloseSocket ()
 Close the actual socket of the connection. More...
 
virtual void SendPacket (std::unique_ptr< Packet > &&packet)
 This function puts the packet in the send-queue and it is send as soon as possible. More...
 
SendPacketsState SendPackets (bool closing_down=false)
 Sends all the buffered packets out for this client. More...
 
virtual std::unique_ptr< PacketReceivePacket ()
 Receives a packet for the given client. More...
 
bool CanSendReceive ()
 Check whether this socket can send or receive something. More...
 
bool HasSendQueue ()
 Whether there is something pending in the send queue. More...
 
 NetworkTCPSocketHandler (SOCKET s=INVALID_SOCKET)
 Construct a socket handler for a TCP connection. More...
 
- Public Member Functions inherited from NetworkSocketHandler
 NetworkSocketHandler ()
 Create a new unbound socket.
 
virtual ~NetworkSocketHandler ()=default
 Close the socket when destructing the socket handler.
 
void MarkClosed ()
 Mark the connection as closed. More...
 
bool HasClientQuit () const
 Whether the current client connected to the socket has quit. More...
 
void Reopen ()
 Reopen the socket so we can send/receive stuff again.
 

Data Fields

SOCKET sock
 The socket currently connected to.
 
bool writable
 Can we write to this socket?
 

Private Member Functions

void EmptyPacketQueue ()
 

Private Attributes

std::deque< std::unique_ptr< Packet > > packet_queue
 Packets that are awaiting delivery. Cannot be std::queue as that does not have a clear() function.
 
std::unique_ptr< Packetpacket_recv
 Partially received packet.
 

Additional Inherited Members

- Protected Attributes inherited from NetworkSocketHandler
std::unique_ptr< class NetworkEncryptionHandlerreceive_encryption_handler
 The handler for decrypting received packets.
 
std::unique_ptr< class NetworkEncryptionHandlersend_encryption_handler
 The handler for encrypting sent packets.
 

Detailed Description

Base socket handler for all TCP sockets.

Definition at line 31 of file tcp.h.

Constructor & Destructor Documentation

◆ NetworkTCPSocketHandler()

NetworkTCPSocketHandler::NetworkTCPSocketHandler ( SOCKET  s = INVALID_SOCKET)

Construct a socket handler for a TCP connection.

Parameters
sThe just opened TCP connection.

Definition at line 23 of file tcp.cpp.

Member Function Documentation

◆ CanSendReceive()

bool NetworkTCPSocketHandler::CanSendReceive ( )

Check whether this socket can send or receive something.

Returns
true when there is something to receive.
Note
Sets writable if more data can be sent.

Definition at line 204 of file tcp.cpp.

References sock, and writable.

Referenced by QueryNetworkGameSocketHandler::Receive(), ClientNetworkGameSocketHandler::Receive(), ClientNetworkStunSocketHandler::SendReceive(), ClientNetworkTurnSocketHandler::SendReceive(), and ClientNetworkContentSocketHandler::SendReceive().

◆ CloseConnection()

NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection ( bool  error = true)
virtual

This will put this socket handler in a close state.

It will not actually close the OS socket; use CloseSocket for this.

Parameters
errorWhether we quit under an error condition or not.
Returns
new status of the connection.

Reimplemented in NetworkAdminSocketHandler, NetworkGameSocketHandler, ClientNetworkContentSocketHandler, ClientNetworkCoordinatorSocketHandler, ClientNetworkTurnSocketHandler, and ClientNetworkStunSocketHandler.

Definition at line 51 of file tcp.cpp.

References NetworkSocketHandler::MarkClosed(), NETWORK_RECV_STATUS_OKAY, packet_queue, packet_recv, and writable.

Referenced by ClientNetworkStunSocketHandler::CloseConnection(), ClientNetworkTurnSocketHandler::CloseConnection(), ClientNetworkCoordinatorSocketHandler::CloseConnection(), ClientNetworkContentSocketHandler::CloseConnection(), ReceivePacket(), and SendPackets().

◆ CloseSocket()

void NetworkTCPSocketHandler::CloseSocket ( )

Close the actual socket of the connection.

Please make sure CloseConnection is called before CloseSocket, as otherwise not all resources might be released.

Definition at line 39 of file tcp.cpp.

References sock.

Referenced by ClientNetworkCoordinatorSocketHandler::CloseConnection(), ClientNetworkContentSocketHandler::CloseConnection(), and NetworkContentSocketHandler::~NetworkContentSocketHandler().

◆ HasSendQueue()

bool NetworkTCPSocketHandler::HasSendQueue ( )
inline

Whether there is something pending in the send queue.

Returns
true when something is pending in the send queue.

Definition at line 61 of file tcp.h.

◆ IsConnected()

bool NetworkTCPSocketHandler::IsConnected ( ) const
inline

Whether this socket is currently bound to a socket.

Returns
true when the socket is bound, false otherwise

Definition at line 45 of file tcp.h.

Referenced by ReceivePacket(), and SendPackets().

◆ ReceivePacket()

◆ SendPacket()

void NetworkTCPSocketHandler::SendPacket ( std::unique_ptr< Packet > &&  packet)
virtual

This function puts the packet in the send-queue and it is send as soon as possible.

This is the next tick, or maybe one tick later if the OS-network-buffer is full)

Parameters
packetthe packet to send

Definition at line 68 of file tcp.cpp.

References packet_queue.

Referenced by ClientNetworkCoordinatorSocketHandler::ConnectFailure(), ClientNetworkCoordinatorSocketHandler::ConnectSuccess(), ClientNetworkCoordinatorSocketHandler::ConnectToServer(), ClientNetworkCoordinatorSocketHandler::Register(), ClientNetworkContentSocketHandler::RequestContentList(), ClientNetworkGameSocketHandler::SendAck(), ServerNetworkGameSocketHandler::SendAuthRequest(), ClientNetworkGameSocketHandler::SendAuthResponse(), ServerNetworkAdminSocketHandler::SendChat(), ClientNetworkGameSocketHandler::SendChat(), ServerNetworkGameSocketHandler::SendChat(), ServerNetworkAdminSocketHandler::SendClientError(), ServerNetworkAdminSocketHandler::SendClientInfo(), ServerNetworkGameSocketHandler::SendClientInfo(), ServerNetworkAdminSocketHandler::SendClientJoin(), ServerNetworkAdminSocketHandler::SendClientQuit(), ServerNetworkAdminSocketHandler::SendClientUpdate(), ServerNetworkAdminSocketHandler::SendCmdLogging(), ClientNetworkGameSocketHandler::SendCommand(), ServerNetworkGameSocketHandler::SendCommand(), ServerNetworkAdminSocketHandler::SendCompanyInfo(), ServerNetworkAdminSocketHandler::SendCompanyNew(), ServerNetworkAdminSocketHandler::SendCompanyRemove(), ServerNetworkAdminSocketHandler::SendCompanyUpdate(), ServerNetworkGameSocketHandler::SendConfigUpdate(), ServerNetworkAdminSocketHandler::SendConsole(), ServerNetworkAdminSocketHandler::SendDate(), ServerNetworkGameSocketHandler::SendEnableEncryption(), ServerNetworkAdminSocketHandler::SendError(), ClientNetworkGameSocketHandler::SendError(), ServerNetworkGameSocketHandler::SendError(), ServerNetworkGameSocketHandler::SendErrorQuit(), ServerNetworkGameSocketHandler::SendExternalChat(), QueryNetworkGameSocketHandler::SendGameInfo(), ServerNetworkGameSocketHandler::SendGameInfo(), ServerNetworkAdminSocketHandler::SendGameScript(), ClientNetworkGameSocketHandler::SendGetMap(), ServerNetworkGameSocketHandler::SendJoin(), ClientNetworkGameSocketHandler::SendMapOk(), ServerNetworkGameSocketHandler::SendMove(), ClientNetworkGameSocketHandler::SendMove(), ServerNetworkAdminSocketHandler::SendNewGame(), ServerNetworkGameSocketHandler::SendNewGame(), ServerNetworkGameSocketHandler::SendNewGRFCheck(), ClientNetworkGameSocketHandler::SendNewGRFsOk(), ServerNetworkAdminSocketHandler::SendPong(), ServerNetworkAdminSocketHandler::SendProtocol(), ClientNetworkGameSocketHandler::SendQuit(), ServerNetworkGameSocketHandler::SendQuit(), ClientNetworkGameSocketHandler::SendRCon(), ServerNetworkAdminSocketHandler::SendRconEnd(), ClientNetworkCoordinatorSocketHandler::SendServerUpdate(), ClientNetworkGameSocketHandler::SendSetName(), ServerNetworkAdminSocketHandler::SendShutdown(), ServerNetworkGameSocketHandler::SendShutdown(), ServerNetworkGameSocketHandler::SendSync(), ServerNetworkGameSocketHandler::SendWait(), ServerNetworkGameSocketHandler::SendWelcome(), ServerNetworkAdminSocketHandler::SendWelcome(), and PacketWriter::TransferToNetworkQueue().

◆ SendPackets()

SendPacketsState NetworkTCPSocketHandler::SendPackets ( bool  closing_down = false)

Sends all the buffered packets out for this client.

It stops when: 1) all packets are send (queue is empty) 2) the OS reports back that it can not send any more data right now (full network-buffer, it happens ;)) 3) sending took too long

Parameters
closing_downWhether we are closing down the connection.
Returns
true if a (part of a) packet could be sent and the connection is not closed yet.

Definition at line 86 of file tcp.cpp.

References NetworkError::AsString(), CloseConnection(), Debug, NetworkError::GetLast(), IsConnected(), packet_queue, Packet::RemainingBytesToTransfer(), sock, SPS_ALL_SENT, SPS_CLOSED, SPS_NONE_SENT, SPS_PARTLY_SENT, Packet::TransferOut(), NetworkError::WouldBlock(), and writable.

Referenced by ClientNetworkGameSocketHandler::CloseConnection(), QueryNetworkGameSocketHandler::Send(), ClientNetworkGameSocketHandler::Send(), ClientNetworkStunSocketHandler::SendReceive(), ClientNetworkTurnSocketHandler::SendReceive(), and ClientNetworkContentSocketHandler::SendReceive().


The documentation for this class was generated from the following files: