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2021-07-10Remove: old server listing via Master ServerPatric Stout
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish!
2021-07-10Add: use Game Coordinator to get latest public server listingPatric Stout
2021-07-10Add: use Game Coordinator to annouce public serversPatric Stout
2021-07-08Fix 9e32c618: network revision was always empty (#9419)Patric Stout
Shadowing the variable you intend to write in tends to do that ;)
2021-06-29Fix f7e390bd: freeaddrinfo() is not guaranteed to handle a nullptr graceful ↵Patric Stout
(#9404)
2021-06-17Cleanup: use nullptr instead of 0 or NULLRubidium
2021-06-15Codechange: [Network] Use string_view for network compatability checkrubidium42
2021-06-15Codechange: [Network] Simplify constructing the HTTP request with fmtrubidium42
2021-06-15Codechange: [Network] Let NetworkError return its std::string instead of a ↵rubidium42
C-string
2021-06-15Codechange: [Network] Make hostname/client IP return strings instead of a ↵rubidium42
C-string
2021-06-15Codechange: [Network] Let IsInNetmask use std::stringrubidium42
2021-06-15Codechange: [Network] Simplify formatting of network addresses to stringrubidium42
2021-06-14Fix: [Network] Determining GetNetworkRevisionString could overflow and ↵rubidium42
underflow its buffer Tagged releases are not affected
2021-06-13Codechange: convert printf DEBUG statements to fmt Debug statementsrubidium42
2021-06-13Fix #9361, a2051ba: [Network] Off by one in CanWriteToPacketrubidium42
Previously it did not allow writing a byte to a packet that was of size limit - 1 anymore.
2021-06-10Cleanup: [Network] Remove C-string Recv_string and its last userubidium42
2021-06-10Cleanup: [ContentInfo] Remove some functions that are not needed anymorerubidium42
2021-06-10Codechange: [ContentInfo] Use std::string instead of string buffersrubidium42
2021-06-10Codechange: [ContentInfo] Use a vector for dependencies instead of custom ↵rubidium42
allocation
2021-06-10Codechange: [ContentInfo] Use StringList for tags instead of custom allocationsrubidium42
2021-06-10Codechange: [ContentInfo] Do not use memset/memcpy to make it possible to ↵rubidium42
use vector/string
2021-06-10Cleanup: [ContentInfo] Remove unused functionrubidium42
2021-05-30Codechange: [Network] Make admin name and version std::stringrubidium42
2021-05-29Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)Patric Stout
This to be more explicit the function changes the value, and not returns yes/no.
2021-05-24Fix: Network on Haiku, remove old code for BeOSmilek7
2021-05-15Change: Use gender-neutral pronounsrubidium42
2021-05-15Fix: comparison of narrow type to wide type in loop (potential for infinite ↵Rubidium
loops)
2021-05-15Fix: [Network] Check on CIDR for netmask check considered everything validRubidium
2021-05-13Codechange: move passwords in settings to std::stringrubidium42
2021-05-13Codechange: [Network] split CloseSocket and CloseConnection more clearly (#9261)Patric Stout
* 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.
2021-05-13Codechange: remove pointless close call due to resolving virtual functions ↵Rubidium
statically in destructors In the destructors of many of the network related classes Close() is called, just like the top class in that hierarchy. However, due to virtual functions getting resolved statically in the destructor it would always call the empty Close() of the top class. Document the other cases where a virtual call is resolved statically.
2021-05-13Fix #9255: [Network] TCPConnecter crashes when hostname not found (#9259)Patric Stout
2021-05-12Change: reworked the debug levels for network facility (#9251)Patric Stout
It now follows very simple rules: 0 - Fatal, user should know about this 1 - Error, but we are recovering 2 - Warning, wrong but okay if you don't know 3 - Info, information you might care about 4 - 5 - Debug #1 - High level debug messages 6 - Debug #2 - Low level debug messages 7 - Trace information
2021-05-11Fix: [Network] clients leaving because of broken connections was not ↵Patric Stout
broadcasted (#9238) The code mixed up "client has quit but we already told everyone" with "client lost connection, handle this". Split up those two signals: - CLIENT_QUIT means we told everyone and the connection is now dead - CONNECTION_LIST means we should tell everyone we lost a client
2021-05-10Change: reworded many of the network errors during connect/listen (#9230)Patric Stout
Also changed some levels to 0, as a failing listen() is something we should tell the user about. Hiding this information is a bit evil.
2021-05-08Fix: destroying a TCPConnecter that was still resolving made illegal writesPatric Stout
Basically, we should join the resolve thread before we destruct the object.
2021-05-08Codechange: move connection_string to private for TCPConnecterPatric Stout
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.
2021-05-08Fix f7e390bd: getpeername() doesn't work on closed sockets (#9213)Patric Stout
2021-05-06Feature: use Happy Eyeballs to make network connections (TCP-only) (#9199)Patric Stout
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.
2021-05-06Codechange: [Network] Use std::string for NetworkGameInforubidium42
2021-05-06Codechange: [Network] Use std::string for NetworkAddress' host namerubidium42
2021-05-05Codechange: use connection_string in favour of NetworkAddress (#9197)Patric Stout
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.
2021-05-05Cleanup: [Network] Remove variable from NetworkGameInfo that is only used ↵Rubidium
during deserialisation
2021-05-05Change: [Network] Update server's NetworkServerGameInfo only when neededrubidium42
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05Codechange: [Network] Use a single NetworkServerGameInfo object at server ↵rubidium42
side and serialize that for the clients
2021-05-03Add: [Network] Reading std::string from a packetrubidium42
2021-05-03Add: [Network] Writing std::string to a packetrubidium42
2021-05-01Codechange: move some OS abstraction method implementations out of the headerrubidium42
2021-05-01Codechange: encapsulate network error handlingrubidium42
2021-05-01Codechange: rename NetworkError to ShowNetworkErrorrubidium42