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authorPatric Stout <truebrain@openttd.org>2021-04-28 14:36:14 +0200
committerPatric Stout <github@truebrain.nl>2021-07-11 20:38:42 +0200
commitcee8174d02e38542548fc74de93450cfebefaa91 (patch)
tree094ad162d578263d28470a444b3c7656d6bc09ab /src/network
parentf4dd2d88c721c085376f59908097500bc5f0c143 (diff)
downloadopenttd-cee8174d02e38542548fc74de93450cfebefaa91.tar.xz
Codechange: track servers with a ServerAddress instead of a NetworkAddress
This allows future extensions to have different ways of referencing a server, instead of forcing to use IP:port.
Diffstat (limited to 'src/network')
-rw-r--r--src/network/core/address.cpp18
-rw-r--r--src/network/core/address.h34
-rw-r--r--src/network/core/tcp.h12
-rw-r--r--src/network/core/tcp_connect.cpp20
-rw-r--r--src/network/network.cpp31
-rw-r--r--src/network/network_gamelist.cpp4
6 files changed, 93 insertions, 26 deletions
diff --git a/src/network/core/address.cpp b/src/network/core/address.cpp
index 0c16a2c3c..113dae686 100644
--- a/src/network/core/address.cpp
+++ b/src/network/core/address.cpp
@@ -10,6 +10,7 @@
#include "../../stdafx.h"
#include "address.h"
+#include "../network_internal.h"
#include "../../debug.h"
#include "../../safeguards.h"
@@ -411,3 +412,20 @@ void NetworkAddress::Listen(int socktype, SocketList *sockets)
getpeername(sock, (sockaddr *)&addr, &addr_len);
return NetworkAddress(addr, addr_len).GetAddressAsString();
}
+
+/**
+ * Convert a string containing either "hostname" or "hostname:ip" to a
+ * ServerAddress, where the string can be postfixed with "#company" to
+ * indicate the requested company.
+ *
+ * @param connection_string The string to parse.
+ * @param default_port The default port to set port to if not in connection_string.
+ * @param company Pointer to the company variable to set iff indicted.
+ * @return A valid ServerAddress of the parsed information.
+ */
+/* static */ ServerAddress ServerAddress::Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id)
+{
+ uint16 port = default_port;
+ std::string_view ip = ParseFullConnectionString(connection_string, port, company_id);
+ return ServerAddress(SERVER_ADDRESS_DIRECT, std::string(ip) + ":" + std::to_string(port));
+}
diff --git a/src/network/core/address.h b/src/network/core/address.h
index af10a2756..b22bcac0e 100644
--- a/src/network/core/address.h
+++ b/src/network/core/address.h
@@ -12,6 +12,7 @@
#include "os_abstraction.h"
#include "config.h"
+#include "../../company_type.h"
#include "../../string_func.h"
#include "../../core/smallmap_type.hpp"
@@ -177,4 +178,37 @@ public:
static const std::string GetPeerName(SOCKET sock);
};
+/**
+ * Types of server addresses we know.
+ *
+ * Sorting will prefer entries at the top of this list above ones at the bottom.
+ */
+enum ServerAddressType {
+ SERVER_ADDRESS_DIRECT, ///< Server-address is based on an hostname:port.
+};
+
+/**
+ * Address to a game server.
+ *
+ * This generalises addresses which are based on different identifiers.
+ */
+class ServerAddress {
+private:
+ /**
+ * Create a new ServerAddress object.
+ *
+ * Please use ServerAddress::Parse() instead of calling this directly.
+ *
+ * @param type The type of the ServerAdress.
+ * @param connection_string The connection_string that belongs to this ServerAddress type.
+ */
+ ServerAddress(ServerAddressType type, const std::string &connection_string) : type(type), connection_string(connection_string) {}
+
+public:
+ ServerAddressType type; ///< The type of this ServerAddress.
+ std::string connection_string; ///< The connection string for this ServerAddress.
+
+ static ServerAddress Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id = nullptr);
+};
+
#endif /* NETWORK_CORE_ADDRESS_H */
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index 3b217cb2e..379ef8b92 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -103,9 +103,14 @@ private:
void Connect(addrinfo *address);
bool CheckActivity();
+ /* We do not want any other derived classes from this class being able to
+ * access these private members, but it is okay for TCPServerConnecter. */
+ friend class TCPServerConnecter;
+
static void ResolveThunk(TCPConnecter *connecter);
public:
+ TCPConnecter() {};
TCPConnecter(const std::string &connection_string, uint16 default_port);
virtual ~TCPConnecter();
@@ -124,4 +129,11 @@ public:
static void KillAll();
};
+class TCPServerConnecter : public TCPConnecter {
+public:
+ ServerAddress server_address; ///< Address we are connecting to.
+
+ TCPServerConnecter(const std::string &connection_string, uint16 default_port);
+};
+
#endif /* NETWORK_CORE_TCP_H */
diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp
index dc7a23bb3..bb96e33f9 100644
--- a/src/network/core/tcp_connect.cpp
+++ b/src/network/core/tcp_connect.cpp
@@ -33,6 +33,26 @@ TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_
_tcp_connecters.push_back(this);
}
+/**
+ * Create a new connecter for the server.
+ * @param connection_string The address to connect to.
+ * @param default_port If not indicated in connection_string, what port to use.
+ */
+TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uint16 default_port) :
+ server_address(ServerAddress::Parse(connection_string, default_port))
+{
+ switch (this->server_address.type) {
+ case SERVER_ADDRESS_DIRECT:
+ this->connection_string = this->server_address.connection_string;
+ break;
+
+ default:
+ NOT_REACHED();
+ }
+
+ _tcp_connecters.push_back(this);
+}
+
TCPConnecter::~TCPConnecter()
{
if (this->resolve_thread.joinable()) {
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 395c374b8..4e48ce351 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -532,23 +532,6 @@ NetworkAddress ParseConnectionString(const std::string &connection_string, uint1
}
/**
- * 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 connection_string The string to parse.
- * @param default_port The default port to set port to if not in connection_string.
- * @param company Pointer to the company variable to set iff indicted.
- * @return A valid NetworkAddress of the parsed information.
- */
-static NetworkAddress ParseGameConnectionString(const std::string &connection_string, uint16 default_port, CompanyID *company)
-{
- uint16 port = default_port;
- std::string_view ip = ParseFullConnectionString(connection_string, port, company);
- return NetworkAddress(ip, port);
-}
-
-/**
* Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
* @param address The address of the peer.
@@ -624,12 +607,12 @@ static void NetworkInitialize(bool close_admins = true)
}
/** Non blocking connection to query servers for their game info. */
-class TCPQueryConnecter : TCPConnecter {
+class TCPQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -661,12 +644,12 @@ void NetworkQueryServer(const std::string &connection_string)
}
/** Non blocking connection to query servers for their game and company info. */
-class TCPLobbyQueryConnecter : TCPConnecter {
+class TCPLobbyQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPLobbyQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPLobbyQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -756,12 +739,12 @@ void NetworkRebuildHostList()
}
/** Non blocking connection create to actually connect to servers */
-class TCPClientConnecter : TCPConnecter {
+class TCPClientConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
- TCPClientConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
+ TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@@ -797,7 +780,7 @@ public:
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
{
CompanyID join_as = default_company;
- std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
+ std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
if (!_network_available) return false;
if (!NetworkValidateOurClientName()) return false;
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index 92964bf25..d4843ff67 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -26,7 +26,7 @@ int _network_game_list_version = 0; ///< Current version of all items in the lis
/**
* Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
- * @param address the address of the to-be added item
+ * @param connection_string the address of the to-be added item
* @return a point to the newly added or already existing item
*/
NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
@@ -34,7 +34,7 @@ NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
NetworkGameList *item, *prev_item;
/* Parse the connection string to ensure the default port is there. */
- const std::string resolved_connection_string = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT).GetAddressAsString(false);
+ const std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT).connection_string;
prev_item = nullptr;
for (item = _network_game_list; item != nullptr; item = item->next) {