/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file tcp.cpp Basic functions to receive and send TCP packets. */ #include "../../stdafx.h" #include "../../debug.h" #include "tcp.h" #include "../../safeguards.h" /** * Construct a socket handler for a TCP connection. * @param s The just opened TCP connection. */ NetworkTCPSocketHandler::NetworkTCPSocketHandler(SOCKET s) : NetworkSocketHandler(), packet_queue(nullptr), packet_recv(nullptr), sock(s), writable(false) { } NetworkTCPSocketHandler::~NetworkTCPSocketHandler() { this->EmptyPacketQueue(); this->CloseSocket(); } /** * Free all pending and partially received packets. */ void NetworkTCPSocketHandler::EmptyPacketQueue() { while (this->packet_queue != nullptr) { delete Packet::PopFromQueue(&this->packet_queue); } delete this->packet_recv; this->packet_recv = nullptr; } /** * Close the actual socket of the connection. * Please make sure CloseConnection is called before CloseSocket, as * otherwise not all resources might be released. */ void NetworkTCPSocketHandler::CloseSocket() { if (this->sock != INVALID_SOCKET) closesocket(this->sock); this->sock = INVALID_SOCKET; } /** * This will put this socket handler in a close state. It will not * actually close the OS socket; use CloseSocket for this. * @param error Whether we quit under an error condition or not. * @return new status of the connection. */ NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection(bool error) { this->MarkClosed(); this->writable = false; this->EmptyPacketQueue(); return NETWORK_RECV_STATUS_OKAY; } /** * This function puts the packet in the send-queue and it is send as * soon as possible. This is the next tick, or maybe one tick later * if the OS-network-buffer is full) * @param packet the packet to send */ void NetworkTCPSocketHandler::SendPacket(Packet *packet) { assert(packet != nullptr); packet->PrepareToSend(); Packet::AddToQueue(&this->packet_queue, packet); } /** * Sends all the buffered packets out for this client. It stops when: * 1) all packets are send (queue is empty) * 2) the OS reports back that it can not send any more * data right now (full network-buffer, it happens ;)) * 3) sending took too long * @param closing_down Whether we are closing down the connection. * @return \c true if a (part of a) packet could be sent and * the connection is not closed yet. */ SendPacketsState NetworkTCPSocketHandler::SendPackets(bool closing_down) { ssize_t res; Packet *p; /* We can not write to this socket!! */ if (!this->writable) return SPS_NONE_SENT; if (!this->IsConnected()) return SPS_CLOSED; while ((p = this->packet_queue) != nullptr) { res = p->TransferOut(send, this->sock, 0); if (res == -1) { NetworkError err = NetworkError::GetLast(); if (!err.WouldBlock()) { /* Something went wrong.. close client! */ if (!closing_down) { Debug(net, 0, "Send failed: {}", err.AsString()); this->CloseConnection(); } return SPS_CLOSED; } return SPS_PARTLY_SENT; } if (res == 0) { /* Client/server has left us :( */ if (!closing_down) this->CloseConnection(); return SPS_CLOSED; } /* Is this packet sent? */ if (p->RemainingBytesToTransfer() == 0) { /* Go to the next packet */ delete Packet::PopFromQueue(&this->packet_queue); } else { return SPS_PARTLY_SENT; } } return SPS_ALL_SENT; } /** * Receives a packet for the given client * @return The received packet (or nullptr when it didn't receive one) */ Packet *NetworkTCPSocketHandler::ReceivePacket() { ssize_t res; if (!this->IsConnected()) return nullptr; if (this->packet_recv == nullptr) { this->packet_recv = new Packet(this, TCP_MTU); } Packet *p = this->packet_recv; /* Read packet size */ if (!p->HasPacketSizeData()) { while (p->RemainingBytesToTransfer() != 0) { res = p->TransferIn(recv, this->sock, 0); if (res == -1) { NetworkError err = NetworkError::GetLast(); if (!err.WouldBlock()) { /* Something went wrong... */ if (!err.IsConnectionReset()) Debug(net, 0, "Recv failed: {}", err.AsString()); this->CloseConnection(); return nullptr; } /* Connection would block, so stop for now */ return nullptr; } if (res == 0) { /* Client/server has left */ this->CloseConnection(); return nullptr; } } /* Parse the size in the received packet and if not valid, close the connection. */ if (!p->ParsePacketSize()) { this->CloseConnection(); return nullptr; } } /* Read rest of packet */ while (p->RemainingBytesToTransfer() != 0) { res = p->TransferIn(recv, this->sock, 0); if (res == -1) { NetworkError err = NetworkError::GetLast(); if (!err.WouldBlock()) { /* Something went wrong... */ if (!err.IsConnectionReset()) Debug(net, 0, "Recv failed: {}", err.AsString()); this->CloseConnection(); return nullptr; } /* Connection would block */ return nullptr; } if (res == 0) { /* Client/server has left */ this->CloseConnection(); return nullptr; } } /* Prepare for receiving a new packet */ this->packet_recv = nullptr; p->PrepareToRead(); return p; } /** * Check whether this socket can send or receive something. * @return \c true when there is something to receive. * @note Sets #writable if more data can be sent. */ bool NetworkTCPSocketHandler::CanSendReceive() { fd_set read_fd, write_fd; struct timeval tv; FD_ZERO(&read_fd); FD_ZERO(&write_fd); FD_SET(this->sock, &read_fd); FD_SET(this->sock, &write_fd); tv.tv_sec = tv.tv_usec = 0; // don't block at all. if (select(FD_SETSIZE, &read_fd, &write_fd, nullptr, &tv) < 0) return false; this->writable = !!FD_ISSET(this->sock, &write_fd); return FD_ISSET(this->sock, &read_fd) != 0; }