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-rw-r--r--src/network/network.cpp2
-rw-r--r--src/network/network_coordinator.cpp61
-rw-r--r--src/network/network_coordinator.h2
3 files changed, 32 insertions, 33 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index d5d6d8282..e9ef6300a 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -595,7 +595,7 @@ void NetworkClose(bool close_admins)
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
- _network_coordinator_client.CloseAllTokens();
+ _network_coordinator_client.CloseAllConnections();
}
TCPConnecter::KillAll();
diff --git a/src/network/network_coordinator.cpp b/src/network/network_coordinator.cpp
index 21937c7c6..9fe1e78f0 100644
--- a/src/network/network_coordinator.cpp
+++ b/src/network/network_coordinator.cpp
@@ -144,7 +144,11 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
return false;
case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE: {
- this->CloseToken(detail);
+ auto connecter_pre_it = this->connecter_pre.find(detail);
+ if (connecter_pre_it != this->connecter_pre.end()) {
+ connecter_pre_it->second->SetFailure();
+ this->connecter_pre.erase(connecter_pre_it);
+ }
/* Mark the server as offline. */
NetworkGameList *item = NetworkGameListAddItem(detail);
@@ -258,15 +262,15 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
std::string invite_code = p->Recv_string(NETWORK_INVITE_CODE_LENGTH);
/* Find the connecter based on the invite code. */
- auto connecter_it = this->connecter_pre.find(invite_code);
- if (connecter_it == this->connecter_pre.end()) {
+ auto connecter_pre_it = this->connecter_pre.find(invite_code);
+ if (connecter_pre_it == this->connecter_pre.end()) {
this->CloseConnection();
return false;
}
/* Now store it based on the token. */
- this->connecter[token] = connecter_it->second;
- this->connecter_pre.erase(connecter_it);
+ this->connecter[token] = connecter_pre_it->second;
+ this->connecter_pre.erase(connecter_pre_it);
return true;
}
@@ -274,14 +278,6 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet *p)
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet *p)
{
std::string token = p->Recv_string(NETWORK_TOKEN_LENGTH);
-
- auto connecter_it = this->connecter.find(token);
- if (connecter_it != this->connecter.end()) {
- connecter_it->second->SetFailure();
- this->connecter.erase(connecter_it);
- }
-
- /* Close all remaining connections. */
this->CloseToken(token);
return true;
@@ -382,7 +378,7 @@ NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool er
_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
this->next_update = {};
- this->CloseAllTokens();
+ this->CloseAllConnections();
SetWindowDirty(WC_CLIENT_LIST, 0);
@@ -524,11 +520,14 @@ void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string &to
p->Send_string(token);
this->SendPacket(p);
+ /* Find the connecter; it can happen it no longer exist, in cases where
+ * we aborted the connect but the Game Coordinator was already in the
+ * processes of connecting us. */
auto connecter_it = this->connecter.find(token);
- assert(connecter_it != this->connecter.end());
-
- connecter_it->second->SetConnected(sock);
- this->connecter.erase(connecter_it);
+ if (connecter_it != this->connecter.end()) {
+ connecter_it->second->SetConnected(sock);
+ this->connecter.erase(connecter_it);
+ }
}
/* Close all remaining connections. */
@@ -552,6 +551,11 @@ void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string &token,
this->SendPacket(p);
}
+/**
+ * Close the STUN handler.
+ * @param token The token used for the STUN handlers.
+ * @param family The family of STUN handlers to close. AF_UNSPEC to close all STUN handlers for this token.
+ */
void ClientNetworkCoordinatorSocketHandler::CloseStunHandler(const std::string &token, uint8 family)
{
auto stun_it = this->stun_handlers.find(token);
@@ -581,12 +585,6 @@ void ClientNetworkCoordinatorSocketHandler::CloseStunHandler(const std::string &
*/
void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
{
- /* Ensure all other pending connection attempts are also killed. */
- if (this->game_connecter != nullptr) {
- this->game_connecter->Kill();
- this->game_connecter = nullptr;
- }
-
/* Close all remaining STUN connections. */
this->CloseStunHandler(token);
@@ -596,17 +594,12 @@ void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string &token)
connecter_it->second->SetFailure();
this->connecter.erase(connecter_it);
}
- auto connecter_pre_it = this->connecter_pre.find(token);
- if (connecter_pre_it != this->connecter_pre.end()) {
- connecter_pre_it->second->SetFailure();
- this->connecter_pre.erase(connecter_pre_it);
- }
}
/**
* Close all pending connection tokens.
*/
-void ClientNetworkCoordinatorSocketHandler::CloseAllTokens()
+void ClientNetworkCoordinatorSocketHandler::CloseAllConnections()
{
/* Ensure all other pending connection attempts are also killed. */
if (this->game_connecter != nullptr) {
@@ -618,11 +611,17 @@ void ClientNetworkCoordinatorSocketHandler::CloseAllTokens()
for (auto &[token, it] : this->connecter) {
this->CloseStunHandler(token);
it->SetFailure();
+
+ /* Inform the Game Coordinator he can stop trying to connect us to the server. */
+ this->ConnectFailure(token, 0);
}
+ this->stun_handlers.clear();
+ this->connecter.clear();
+
+ /* Also close any pending invite-code requests. */
for (auto &[invite_code, it] : this->connecter_pre) {
it->SetFailure();
}
- this->connecter.clear();
this->connecter_pre.clear();
}
diff --git a/src/network/network_coordinator.h b/src/network/network_coordinator.h
index 63ced5121..6a7c79e70 100644
--- a/src/network/network_coordinator.h
+++ b/src/network/network_coordinator.h
@@ -86,7 +86,7 @@ public:
void Connect();
void CloseToken(const std::string &token);
- void CloseAllTokens();
+ void CloseAllConnections();
void CloseStunHandler(const std::string &token, uint8 family = AF_UNSPEC);
void Register();