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-rw-r--r--src/network/network.cpp25
-rw-r--r--src/network/network_func.h1
-rw-r--r--src/network/network_internal.h1
-rw-r--r--src/network/network_udp.cpp11
4 files changed, 30 insertions, 8 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 59a5cf55f..3965d8ef7 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -55,6 +55,7 @@ ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
+StringList _network_bind_list;
StringList _network_host_list;
StringList _network_ban_list;
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
@@ -542,9 +543,12 @@ static bool NetworkListen()
{
assert(_listensockets.Length() == 0);
- NetworkAddress address(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
+ NetworkAddressList addresses;
+ GetBindAddresses(&addresses, _settings_client.network.server_port);
- address.Listen(SOCK_STREAM, &_listensockets);
+ for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
+ address->Listen(SOCK_STREAM, &_listensockets);
+ }
if (_listensockets.Length() == 0) {
ServerStartError("Could not create listening socket");
@@ -664,6 +668,23 @@ void NetworkAddServer(const char *b)
}
}
+/**
+ * Get the addresses to bind to.
+ * @param addresses the list to write to.
+ * @param port the port to bind to.
+ */
+void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
+{
+ for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
+ *addresses->Append() = NetworkAddress(*iter, port);
+ }
+
+ /* No address, so bind to everything. */
+ if (addresses->Length() == 0) {
+ *addresses->Append() = NetworkAddress("", port);
+ }
+}
+
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
diff --git a/src/network/network_func.h b/src/network/network_func.h
index faece9093..88a4329a4 100644
--- a/src/network/network_func.h
+++ b/src/network/network_func.h
@@ -21,6 +21,7 @@ extern ClientID _redirect_console_to_client;
extern bool _network_need_advertise;
extern uint32 _network_last_advertise_frame;
extern uint8 _network_reconnect;
+extern StringList _network_bind_list;
extern StringList _network_host_list;
extern StringList _network_ban_list;
diff --git a/src/network/network_internal.h b/src/network/network_internal.h
index c813e316a..48aaa0530 100644
--- a/src/network/network_internal.h
+++ b/src/network/network_internal.h
@@ -123,6 +123,7 @@ extern CompanyMask _network_company_passworded;
void NetworkTCPQueryServer(NetworkAddress address);
+void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow(bool unselect);
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index a087297e7..74c732710 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -546,15 +546,14 @@ void NetworkUDPInitialize()
_network_udp_mutex->BeginCritical();
- NetworkAddressList server;
- *server.Append() = NetworkAddress(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
-
_udp_client_socket = new ClientNetworkUDPSocketHandler();
+
+ NetworkAddressList server;
+ GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
- for (NetworkAddress *iter = server.Begin(); iter != server.End(); iter++) {
- iter->SetPort(0);
- }
+ server.Clear();
+ GetBindAddresses(&server, 0);
_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
_network_udp_server = false;