diff options
author | rubidium <rubidium@openttd.org> | 2009-01-20 11:28:18 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2009-01-20 11:28:18 +0000 |
commit | 28a641066e2e9963f6662366281079b7d00ac835 (patch) | |
tree | 6b344cc0bfeff2bffba2764265342a0ed65238d2 /src | |
parent | c9436c8d88961032ab66f4d06892615d239014ab (diff) | |
download | openttd-28a641066e2e9963f6662366281079b7d00ac835.tar.xz |
(svn r15163) -Change/Fix: use a non-blocking method to resolve the hostname and connect to game servers.
Diffstat (limited to 'src')
-rw-r--r-- | src/network/core/address.cpp | 30 | ||||
-rw-r--r-- | src/network/core/address.h | 103 | ||||
-rw-r--r-- | src/network/core/tcp.cpp | 1 | ||||
-rw-r--r-- | src/network/core/tcp.h | 57 | ||||
-rw-r--r-- | src/network/core/tcp_connect.cpp | 99 | ||||
-rw-r--r-- | src/network/network.cpp | 124 | ||||
-rw-r--r-- | src/network/network_func.h | 1 | ||||
-rw-r--r-- | src/network/network_internal.h | 1 | ||||
-rw-r--r-- | src/network/network_type.h | 91 | ||||
-rw-r--r-- | src/network/network_udp.cpp | 2 |
10 files changed, 336 insertions, 173 deletions
diff --git a/src/network/core/address.cpp b/src/network/core/address.cpp new file mode 100644 index 000000000..637f0fe7b --- /dev/null +++ b/src/network/core/address.cpp @@ -0,0 +1,30 @@ +/* $Id$ */ + +/** @file core/address.cpp Implementation of the address. */ + +#include "../../stdafx.h" + +#ifdef ENABLE_NETWORK + +#include "address.h" +#include "host.h" + +const char *NetworkAddress::GetHostname() const +{ + if (this->hostname != NULL) return this->hostname; + + in_addr addr; + addr.s_addr = this->ip; + return inet_ntoa(addr); +} + +uint32 NetworkAddress::GetIP() +{ + if (!this->resolved) { + this->ip = NetworkResolveHost(this->hostname); + this->resolved = true; + } + return this->ip; +} + +#endif /* ENABLE_NETWORK */ diff --git a/src/network/core/address.h b/src/network/core/address.h new file mode 100644 index 000000000..62e79f3de --- /dev/null +++ b/src/network/core/address.h @@ -0,0 +1,103 @@ +/* $Id$ */ + +/** @file core/address.h Wrapper for network addresses. */ + +#ifndef NETWORK_ADDRESS_H +#define NETWORK_ADDRESS_H + +#ifdef ENABLE_NETWORK + +#include "os_abstraction.h" + +/** + * Wrapper for (un)resolved network addresses; there's no reason to transform + * a numeric IP to a string and then back again to pass it to functions. It + * furthermore allows easier delaying of the hostname lookup. + */ +class NetworkAddress { +private: + bool resolved; ///< Has the IP address been resolved + char *hostname; ///< The hostname, NULL if there isn't one + uint32 ip; ///< The resolved IP address + uint16 port; ///< The port associated with the address + +public: + /** + * Create a network address based on a resolved IP and port + * @param ip the resolved ip + * @param port the port + */ + NetworkAddress(in_addr_t ip, uint16 port) : + resolved(true), + hostname(NULL), + ip(ip), + port(port) + { + } + + /** + * Create a network address based on a unresolved host and port + * @param ip the unresolved hostname + * @param port the port + */ + NetworkAddress(const char *hostname, uint16 port) : + resolved(false), + hostname(strdup(hostname)), + ip(0), + port(port) + { + } + + /** + * Make a clone of another address + * @param address the address to clone + */ + NetworkAddress(const NetworkAddress &address) : + resolved(address.resolved), + hostname(address.hostname == NULL ? NULL : strdup(address.hostname)), + ip(address.ip), + port(address.port) + { + } + + /** Clean up our mess */ + ~NetworkAddress() + { + free(hostname); + } + + /** + * Get the hostname; in case it wasn't given the + * IPv4 dotted representation is given. + * @return the hostname + */ + const char *GetHostname() const; + + /** + * Get the IP address. If the IP has not been resolved yet this will resolve + * it possibly blocking this function for a while + * @return the IP address + */ + uint32 GetIP(); + + /** + * Get the port + * @return the port + */ + uint16 GetPort() const + { + return this->port; + } + + /** + * Check whether the IP address has been resolved already + * @return true iff the port has been resolved + */ + bool IsResolved() const + { + return this->resolved; + } +}; + +#endif /* ENABLE_NETWORK */ +#endif /* NETWORK_ADDRESS_H */ diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp index 08609ff20..9c58af2c0 100644 --- a/src/network/core/tcp.cpp +++ b/src/network/core/tcp.cpp @@ -201,5 +201,4 @@ bool NetworkTCPSocketHandler::IsPacketQueueEmpty() return this->packet_queue == NULL; } - #endif /* ENABLE_NETWORK */ diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h index da3a55adf..962ea45e5 100644 --- a/src/network/core/tcp.h +++ b/src/network/core/tcp.h @@ -10,6 +10,7 @@ #ifdef ENABLE_NETWORK #include "os_abstraction.h" +#include "address.h" #include "core.h" #include "packet.h" @@ -31,6 +32,62 @@ public: ~NetworkTCPSocketHandler(); }; +/** + * "Helper" class for creating TCP connections in a non-blocking manner + */ +class TCPConnecter { +private: + class ThreadObject *thread; ///< Thread used to create the TCP connection + bool connected; ///< Whether we succeeded in making the connection + bool aborted; ///< Whether we bailed out (i.e. connection making failed) + bool killed; ///< Whether we got killed + SOCKET sock; ///< The socket we're connecting with + + /** The actual connection function */ + void Connect(); + + /** + * Entry point for the new threads. + * @param param the TCPConnecter instance to call Connect on. + */ + static void ThreadEntry(void *param); + +protected: + /** Address we're connecting to */ + NetworkAddress address; + +public: + /** + * Create a new connecter for the given address + * @param address the (un)resolved address to connect to + */ + TCPConnecter(const NetworkAddress &address); + /** Silence the warnings */ + virtual ~TCPConnecter() {} + + /** + * Callback when the connection succeeded. + * @param s the socket that we opened + */ + virtual void OnConnect(SOCKET s) {} + + /** + * Callback for when the connection attempt failed. + */ + virtual void OnFailure() {} + + /** + * Check whether we need to call the callback, i.e. whether we + * have connected or aborted and call the appropriate callback + * for that. It's done this way to ease on the locking that + * would otherwise be needed everywhere. + */ + static void CheckCallbacks(); + + /** Kill all connection attempts. */ + static void KillAll(); +}; + #endif /* ENABLE_NETWORK */ #endif /* NETWORK_CORE_TCP_H */ diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp new file mode 100644 index 000000000..88501b260 --- /dev/null +++ b/src/network/core/tcp_connect.cpp @@ -0,0 +1,99 @@ +/* $Id$ */ + +/** + * @file tcp_connect.cpp Basic functions to create connections without blocking. + */ + +#ifdef ENABLE_NETWORK + +#include "../../stdafx.h" +#include "../../debug.h" +#include "../../core/smallvec_type.hpp" +#include "../../thread.h" + +#include "tcp.h" + +/** List of connections that are currently being created */ +static SmallVector<TCPConnecter *, 1> _tcp_connecters; + +TCPConnecter::TCPConnecter(const NetworkAddress &address) : + connected(false), + aborted(false), + killed(false), + sock(INVALID_SOCKET), + address(address) +{ + *_tcp_connecters.Append() = this; + if (!ThreadObject::New(TCPConnecter::ThreadEntry, this, &this->thread)) { + this->Connect(); + } +} + +void TCPConnecter::Connect() +{ + DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort()); + + this->sock = socket(AF_INET, SOCK_STREAM, 0); + if (this->sock == INVALID_SOCKET) { + this->aborted = true; + return; + } + + if (!SetNoDelay(this->sock)) DEBUG(net, 1, "Setting TCP_NODELAY failed"); + + struct sockaddr_in sin; + sin.sin_family = AF_INET; + sin.sin_addr.s_addr = address.GetIP(); + sin.sin_port = htons(address.GetPort()); + + /* We failed to connect for which reason what so ever */ + if (connect(this->sock, (struct sockaddr*) &sin, sizeof(sin)) != 0) { + closesocket(this->sock); + this->sock = INVALID_SOCKET; + this->aborted = true; + return; + } + + if (!SetNonBlocking(this->sock)) DEBUG(net, 0, "Setting non-blocking mode failed"); + + this->connected = true; +} + + +/* static */ void TCPConnecter::ThreadEntry(void *param) +{ + static_cast<TCPConnecter*>(param)->Connect(); +} + +/* static */ void TCPConnecter::CheckCallbacks() +{ + for (TCPConnecter **iter = _tcp_connecters.Begin(); iter < _tcp_connecters.End(); /* nothing */) { + TCPConnecter *cur = *iter; + if ((cur->connected || cur->aborted) && cur->killed) { + _tcp_connecters.Erase(iter); + if (cur->sock != INVALID_SOCKET) closesocket(cur->sock); + delete cur; + continue; + } + if (cur->connected) { + _tcp_connecters.Erase(iter); + cur->OnConnect(cur->sock); + delete cur; + continue; + } + if (cur->aborted) { + _tcp_connecters.Erase(iter); + cur->OnFailure(); + delete cur; + continue; + } + iter++; + } +} + +/* static */ void TCPConnecter::KillAll() +{ + for (TCPConnecter **iter = _tcp_connecters.Begin(); iter != _tcp_connecters.End(); iter++) (*iter)->killed = true; +} + +#endif /* ENABLE_NETWORK */ diff --git a/src/network/network.cpp b/src/network/network.cpp index 8b70b3e22..80f929f6b 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -72,7 +72,6 @@ uint32 _network_server_bind_ip; uint32 _sync_seed_1, _sync_seed_2; uint32 _sync_frame; bool _network_first_time; -uint32 _network_last_host_ip; bool _network_udp_server; uint16 _network_udp_broadcast; uint8 _network_advertise_retries; @@ -240,12 +239,6 @@ static void NetworkError(StringID error_string) _switch_mode_errorstr = error_string; } -static void ClientStartError(const char *error) -{ - DEBUG(net, 0, "[client] could not start network: %s",error); - NetworkError(STR_NETWORK_ERR_CLIENT_START); -} - static void ServerStartError(const char *error) { DEBUG(net, 0, "[server] could not start network: %s",error); @@ -450,41 +443,6 @@ void NetworkCloseClient(NetworkClientSocket *cs) CheckMinActiveClients(); } -// A client wants to connect to a server -static bool NetworkConnect(NetworkAddress address) -{ - SOCKET s; - struct sockaddr_in sin; - - DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort()); - - s = socket(AF_INET, SOCK_STREAM, 0); - if (s == INVALID_SOCKET) { - ClientStartError("socket() failed"); - return false; - } - - if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed"); - - sin.sin_family = AF_INET; - sin.sin_addr.s_addr = address.GetIP(); - sin.sin_port = htons(address.GetPort()); - _network_last_host_ip = sin.sin_addr.s_addr; - - /* We failed to connect for which reason what so ever */ - if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false; - - if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error? - - // in client mode, only the first client field is used. it's pointing to the server. - NetworkAllocClient(s); - - _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; - ShowJoinStatusWindow(); - - return true; -} - // For the server, to accept new clients static void NetworkAcceptClients() { @@ -637,6 +595,8 @@ static void NetworkClose() } NetworkUDPCloseAll(); + TCPConnecter::KillAll(); + _networking = false; _network_server = false; @@ -661,6 +621,24 @@ static void NetworkInitialize() _network_reconnect = 0; } +/** Non blocking connection create to query servers */ +class TCPQueryConnecter : TCPConnecter { +public: + TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {} + + virtual void OnFailure() + { + NetworkDisconnect(); + } + + virtual void OnConnect(SOCKET s) + { + _networking = true; + NetworkAllocClient(s); + SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); + } +}; + // Query a server to fetch his game-info // If game_info is true, only the gameinfo is fetched, // else only the client_info is fetched @@ -671,15 +649,7 @@ void NetworkTCPQueryServer(NetworkAddress address) NetworkDisconnect(); NetworkInitialize(); - // Try to connect - _networking = NetworkConnect(address); - - // We are connected - if (_networking) { - SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); - } else { // No networking, close everything down again - NetworkDisconnect(); - } + new TCPQueryConnecter(address); } /* Validates an address entered as a string and adds the server to @@ -726,6 +696,26 @@ void NetworkRebuildHostList() } } +/** Non blocking connection create to actually connect to servers */ +class TCPClientConnecter : TCPConnecter { +public: + TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {} + + virtual void OnFailure() + { + NetworkError(STR_NETWORK_ERR_NOCONNECTION); + } + + virtual void OnConnect(SOCKET s) + { + _networking = true; + NetworkAllocClient(s); + IConsoleCmdExec("exec scripts/on_client.scr 0"); + NetworkClient_Connected(); + } +}; + + // Used by clients, to connect to a server void NetworkClientConnectGame(NetworkAddress address) { @@ -739,17 +729,10 @@ void NetworkClientConnectGame(NetworkAddress address) NetworkDisconnect(); NetworkInitialize(); - // Try to connect - _networking = NetworkConnect(address); + _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; + ShowJoinStatusWindow(); - // We are connected - if (_networking) { - IConsoleCmdExec("exec scripts/on_client.scr 0"); - NetworkClient_Connected(); - } else { - // Connecting failed - NetworkError(STR_NETWORK_ERR_NOCONNECTION); - } + new TCPClientConnecter(address); } static void NetworkInitGameInfo() @@ -964,6 +947,7 @@ static bool NetworkDoClientLoop() void NetworkUDPGameLoop() { NetworkContentLoop(); + TCPConnecter::CheckCallbacks(); if (_network_udp_server) { _udp_server_socket->ReceivePackets(); @@ -1154,24 +1138,6 @@ bool IsNetworkCompatibleVersion(const char *other) return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0; } -const char *NetworkAddress::GetHostname() const -{ - if (this->hostname != NULL) return this->hostname; - - in_addr addr; - addr.s_addr = this->ip; - return inet_ntoa(addr); -} - -uint32 NetworkAddress::GetIP() -{ - if (!this->resolved) { - this->ip = NetworkResolveHost(this->hostname); - this->resolved = true; - } - return this->ip; -} - #endif /* ENABLE_NETWORK */ /* NOTE: this variable needs to be always available */ diff --git a/src/network/network_func.h b/src/network/network_func.h index c2de52ca7..043684c2b 100644 --- a/src/network/network_func.h +++ b/src/network/network_func.h @@ -7,6 +7,7 @@ #ifdef ENABLE_NETWORK +#include "core/address.h" #include "network_type.h" #include "../console_type.h" diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 8065d660b..b5c6d4de2 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -114,7 +114,6 @@ extern uint8 _network_join_waiting; extern uint32 _network_join_bytes; extern uint32 _network_join_bytes_total; -extern uint32 _network_last_host_ip; extern uint8 _network_reconnect; extern bool _network_udp_server; diff --git a/src/network/network_type.h b/src/network/network_type.h index 4c6c3e829..9104e2f0f 100644 --- a/src/network/network_type.h +++ b/src/network/network_type.h @@ -11,7 +11,6 @@ #include "../economy_type.h" #include "core/config.h" #include "core/game.h" -#include "core/os_abstraction.h" enum { /** How many clients can we have */ @@ -115,95 +114,5 @@ enum NetworkErrorCode { NETWORK_ERROR_FULL, }; -/** - * Wrapper for (un)resolved network addresses; there's no reason to transform - * a numeric IP to a string and then back again to pass it to functions. It - * furthermore allows easier delaying of the hostname lookup. - */ -class NetworkAddress { -private: - bool resolved; ///< Has the IP address been resolved - char *hostname; ///< The hostname, NULL if there isn't one - uint32 ip; ///< The resolved IP address - uint16 port; ///< The port associated with the address - -public: - /** - * Create a network address based on a resolved IP and port - * @param ip the resolved ip - * @param port the port - */ - NetworkAddress(in_addr_t ip, uint16 port) : - resolved(true), - hostname(NULL), - ip(ip), - port(port) - { - } - - /** - * Create a network address based on a unresolved host and port - * @param ip the unresolved hostname - * @param port the port - */ - NetworkAddress(const char *hostname, uint16 port) : - resolved(false), - hostname(strdup(hostname)), - ip(0), - port(port) - { - } - - /** - * Make a clone of another address - * @param address the address to clone - */ - NetworkAddress(const NetworkAddress &address) : - resolved(address.resolved), - hostname(address.hostname == NULL ? NULL : strdup(address.hostname)), - ip(address.ip), - port(address.port) - { - } - - /** Clean up our mess */ - ~NetworkAddress() - { - free(hostname); - } - - /** - * Get the hostname; in case it wasn't given the - * IPv4 dotted representation is given. - * @return the hostname - */ - const char *GetHostname() const; - - /** - * Get the IP address. If the IP has not been resolved yet this will resolve - * it possibly blocking this function for a while - * @return the IP address - */ - uint32 GetIP(); - - /** - * Get the port - * @return the port - */ - uint16 GetPort() const - { - return this->port; - } - - /** - * Check whether the IP address has been resolved already - * @return true iff the port has been resolved - */ - bool IsResolved() const - { - return this->resolved; - } -}; - #endif /* ENABLE_NETWORK */ #endif /* NETWORK_TYPE_H */ diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp index 9d4778708..193b21b68 100644 --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -14,8 +14,8 @@ #include "../date_func.h" #include "../map_func.h" #include "network_gamelist.h" -#include "network_udp.h" #include "network_internal.h" +#include "network_udp.h" #include "core/host.h" #include "../variables.h" #include "../newgrf_config.h" |