diff options
Diffstat (limited to 'src/network/core')
-rw-r--r-- | src/network/core/tcp.h | 16 | ||||
-rw-r--r-- | src/network/core/tcp_connect.cpp | 55 |
2 files changed, 61 insertions, 10 deletions
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h index 46e3af8c6..44316bfca 100644 --- a/src/network/core/tcp.h +++ b/src/network/core/tcp.h @@ -66,8 +66,22 @@ public: */ class TCPConnecter { private: + /** + * The current status of the connecter. + * + * We track the status like this to ensure everything is executed from the + * game-thread, and not at another random time where we might not have the + * lock on the game-state. + */ + enum class Status { + INIT, ///< TCPConnecter is created but resolving hasn't started. + RESOLVING, ///< The hostname is being resolved (threaded). + FAILURE, ///< Resolving failed. + CONNECTING, ///< We are currently connecting. + }; + std::thread resolve_thread; ///< Thread used during resolving. - std::atomic<bool> is_resolved = false; ///< Whether resolving is done. + std::atomic<Status> status = Status::INIT; ///< The current status of the connecter. addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses. std::vector<addrinfo *> addresses; ///< Addresses we can connect to. diff --git a/src/network/core/tcp_connect.cpp b/src/network/core/tcp_connect.cpp index 381f7e589..921a1e6c1 100644 --- a/src/network/core/tcp_connect.cpp +++ b/src/network/core/tcp_connect.cpp @@ -31,10 +31,6 @@ TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_ this->connection_string = NormalizeConnectionString(connection_string, default_port); _tcp_connecters.push_back(this); - - if (!StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) { - this->Resolve(); - } } TCPConnecter::~TCPConnecter() @@ -100,6 +96,10 @@ bool TCPConnecter::TryNextAddress() return true; } +/** + * Callback when resolving is done. + * @param ai A linked-list of address information. + */ void TCPConnecter::OnResolved(addrinfo *ai) { std::deque<addrinfo *> addresses_ipv4, addresses_ipv6; @@ -159,6 +159,12 @@ void TCPConnecter::OnResolved(addrinfo *ai) this->current_address = 0; } +/** + * Start resolving the hostname. + * + * This function must change "status" to either Status::FAILURE + * or Status::CONNECTING before returning. + */ void TCPConnecter::Resolve() { /* Port is already guaranteed part of the connection_string. */ @@ -177,7 +183,7 @@ void TCPConnecter::Resolve() auto start = std::chrono::steady_clock::now(); addrinfo *ai; - int e = getaddrinfo(address.GetHostname(), port_name, &hints, &ai); + int error = getaddrinfo(address.GetHostname(), port_name, &hints, &ai); auto end = std::chrono::steady_clock::now(); auto duration = std::chrono::duration_cast<std::chrono::seconds>(end - start); @@ -187,18 +193,21 @@ void TCPConnecter::Resolve() getaddrinfo_timeout_error_shown = true; } - if (e != 0) { + if (error != 0) { DEBUG(net, 0, "Failed to resolve DNS for %s", this->connection_string.c_str()); - this->OnFailure(); + this->status = Status::FAILURE; return; } this->ai = ai; this->OnResolved(ai); - this->is_resolved = true; + this->status = Status::CONNECTING; } +/** + * Thunk to start Resolve() on the right instance. + */ /* static */ void TCPConnecter::ResolveThunk(TCPConnecter *connecter) { connecter->Resolve(); @@ -210,7 +219,35 @@ void TCPConnecter::Resolve() */ bool TCPConnecter::CheckActivity() { - if (!this->is_resolved.load()) return false; + switch (this->status.load()) { + case Status::INIT: + /* Start the thread delayed, so the vtable is loaded. This allows classes + * to overload functions used by Resolve() (in case threading is disabled). */ + if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) { + this->status = Status::RESOLVING; + return false; + } + + /* No threads, do a blocking resolve. */ + this->Resolve(); + + /* Continue as we are either failed or can start the first + * connection. The rest of this function handles exactly that. */ + break; + + case Status::RESOLVING: + /* Wait till Resolve() comes back with an answer (in case it runs threaded). */ + return false; + + case Status::FAILURE: + /* Ensure the OnFailure() is called from the game-thread instead of the + * resolve-thread, as otherwise we can get into some threading issues. */ + this->OnFailure(); + return true; + + case Status::CONNECTING: + break; + } /* If there are no attempts pending, connect to the next. */ if (this->sockets.empty()) { |