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authorPatric Stout <truebrain@openttd.org>2021-04-29 12:09:03 +0200
committerPatric Stout <github@truebrain.nl>2021-04-29 20:12:11 +0200
commitbe37a2cab831cb645ef0f51dbcc944bd750f6926 (patch)
tree17efb6066721db8ce4974cee192cbd8a8193821a /src/network/network.cpp
parent99f998805ba835f48a8061762fa19761760c7451 (diff)
downloadopenttd-be37a2cab831cb645ef0f51dbcc944bd750f6926.tar.xz
Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can just use a single last_joined setting.
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp117
1 files changed, 60 insertions, 57 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index c0b2e06fd..0be46bbf3 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -447,14 +447,14 @@ static void CheckPauseOnJoin()
}
/**
- * Converts a string to ip/port
- * Format: IP:port
+ * Converts a string to ip/port/company
+ * Format: IP:port#company
*
* connection_string will be re-terminated to separate out the hostname, port will
* be set to the port strings given by the user, inside the memory area originally
- * occupied by connection_string.
+ * occupied by connection_string. Similar for company, if set.
*/
-void ParseConnectionString(const char **port, char *connection_string)
+void ParseFullConnectionString(const char **company, const char **port, char *connection_string)
{
bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
for (char *p = connection_string; *p != '\0'; p++) {
@@ -467,6 +467,12 @@ void ParseConnectionString(const char **port, char *connection_string)
ipv6 = false;
break;
+ case '#':
+ if (company == nullptr) continue;
+ *company = p + 1;
+ *p = '\0';
+ break;
+
case ':':
if (ipv6) break;
*port = p + 1;
@@ -477,38 +483,48 @@ void ParseConnectionString(const char **port, char *connection_string)
}
/**
- * Converts a string to ip/port/company
- * Format: IP:port#company
+ * Convert a string containing either "hostname" or "hostname:ip" to a
+ * NetworkAddress.
*
- * connection_string will be re-terminated to separate out the hostname, and company and port will
- * be set to the company and port strings given by the user, inside the memory area originally
- * occupied by connection_string.
+ * @param connection_string The string to parse.
+ * @param default_port The default port to set port to if not in connection_string.
+ * @return A valid NetworkAddress of the parsed information.
*/
-void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
+NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
{
- bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
- for (char *p = connection_string; *p != '\0'; p++) {
- switch (*p) {
- case '[':
- ipv6 = true;
- break;
+ char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
+ strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
- case ']':
- ipv6 = false;
- break;
+ const char *port = nullptr;
+ ParseFullConnectionString(nullptr, &port, internal_connection_string);
- case '#':
- *company = p + 1;
- *p = '\0';
- break;
+ int rport = port != nullptr ? atoi(port) : default_port;
+ return NetworkAddress(internal_connection_string, rport);
+}
- case ':':
- if (ipv6) break;
- *port = p + 1;
- *p = '\0';
- break;
- }
- }
+/**
+ * Convert a string containing either "hostname" or "hostname:ip" to a
+ * NetworkAddress, where the string can be postfixed with "#company" to
+ * indicate the requested company.
+ *
+ * @param company Pointer to the company variable to set iff indicted.
+ * @param connection_string The string to parse.
+ * @param default_port The default port to set port to if not in connection_string.
+ * @return A valid NetworkAddress of the parsed information.
+ */
+NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
+{
+ char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
+ strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
+
+ const char *port_s = nullptr;
+ const char *company_s = nullptr;
+ ParseFullConnectionString(&company_s, &port_s, internal_connection_string);
+
+ if (company_s != nullptr) *company = (CompanyID)atoi(company_s);
+
+ int port = port_s != nullptr ? atoi(port_s) : default_port;
+ return NetworkAddress(internal_connection_string, port);
}
/**
@@ -616,26 +632,17 @@ void NetworkTCPQueryServer(NetworkAddress address)
new TCPQueryConnecter(address);
}
-/* Validates an address entered as a string and adds the server to
+/**
+ * Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
- * as manually added. */
-void NetworkAddServer(const char *b)
+ * as manually added.
+ * @param connection_string The IP:port to add to the list.
+ */
+void NetworkAddServer(const char *connection_string)
{
- if (*b != '\0') {
- const char *port = nullptr;
- char host[NETWORK_HOSTNAME_LENGTH];
- uint16 rport;
-
- strecpy(host, b, lastof(host));
-
- strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
- rport = NETWORK_DEFAULT_PORT;
+ if (StrEmpty(connection_string)) return;
- ParseConnectionString(&port, host);
- if (port != nullptr) rport = atoi(port);
-
- NetworkUDPQueryServer(NetworkAddress(host, rport), true);
- }
+ NetworkUDPQueryServer(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT), true);
}
/**
@@ -688,16 +695,13 @@ public:
/* Used by clients, to connect to a server */
-void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
+void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
if (!_network_available) return;
-
- if (port == 0) return;
-
if (!NetworkValidateClientName()) return;
- strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
- _settings_client.network.last_port = port;
+ strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
+
_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
@@ -708,7 +712,7 @@ void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
- new TCPClientConnecter(NetworkAddress(hostname, port));
+ new TCPClientConnecter(address);
}
static void NetworkInitGameInfo()
@@ -1059,13 +1063,12 @@ static void NetworkGenerateServerId()
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
-void NetworkStartDebugLog(const char *hostname, uint16 port)
+void NetworkStartDebugLog(NetworkAddress &address)
{
extern SOCKET _debug_socket; // Comes from debug.c
- DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
+ DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
- NetworkAddress address(hostname, port);
SOCKET s = address.Connect();
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");