/*
* 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;
}