Age | Commit message (Collapse) | Author |
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This method doesn't require port-forwarding to be used, and works for
most common NAT routers in home setups. But, for sure it doesn't work
for all setups, and not everyone will be able to use this.
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Normally TCPConnecter will do a DNS resolving of the connection_string
and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different:
the Game Coordinator does the "resolving".
This means we need to allow TCPConnecter to not setup a connection
and allow it to be told when a connection has been setup by an external
(to TCPConnecter) part of the code. We do this by telling the (active)
socket for the connection.
This means the rest of the code doesn't need to know the TCPConnecter
is not doing a simple resolve+connect. The rest of the code only
cares the connection is established; not how it was established.
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This allows future extensions to have different ways of referencing
a server, instead of forcing to use IP:port.
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* Codechange: [Network] split CloseSocket and CloseConnection more clearly
- CloseSocket now closes the actual OS socket.
- CloseConnection frees up the resources to just before CloseSocket.
- dtors call CloseSocket / CloseConnection where needed.
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Basically, we should join the resolve thread before we destruct
the object.
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The most common case never needs access to it anymore. Make the
one exception to this explicit. This means the fact that we
store it is now an implementation detail.
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Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.
Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.
Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.
If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
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We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.
The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.
Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
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conected and aborted flags are used concurrently from multiple threads.
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We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
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This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
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Eagle_rainbow)
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the send queue
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when SendPackets closed the connection
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more likely to be updated [n].
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savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.
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style
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network_client.cpp
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if a header require a header make it include that header
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client before closing the connection. As a result the client would say 'connection lost' when the cause was something completely different.
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'generic' includes so compilation without network support doesn't get broken as easily by changes in header files
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to multiple sockets.
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up the mess when cancelling a download
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and connect to game servers.
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is for UDP.
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thus unifying most of the validity checking too.
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networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.
-Note: 255 should really be enough for now... making it any more means network protocol bumps.
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function/definitions closer together.
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#include dependencies.
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it's (way) more descriptive what it's used for.
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replace looping socket structs with info structs when the loop is only interested in the info structs (i.e. not derefing the info from sockets when one can loop info directly and the socket isn't used)
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identification ids and the indices into the clients/client info arrays.
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client so it is immediatelly clear which one you are working with.
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when a command failed instead of only the client that actually did the command.
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kicked, i.e. people who only open a telnet (or similar) connection to a server.
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(the @file tag MUST be found before any line of code, that includes preprocessor directives).
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