summaryrefslogtreecommitdiff
path: root/src/network/core/tcp_connect.cpp
blob: f9c40c2026bb58bdc7feea546fcde4f6b1a6c637 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/**
 * @file tcp_connect.cpp Basic functions to create connections without blocking.
 */

#include "../../stdafx.h"
#include "../../thread.h"

#include "tcp.h"
#include "../network_coordinator.h"
#include "../network_internal.h"

#include <deque>

#include "../../safeguards.h"

/** List of connections that are currently being created */
static std::vector<TCPConnecter *> _tcp_connecters;

/**
 * Create a new connecter for the given address.
 * @param connection_string The address to connect to.
 * @param default_port If not indicated in connection_string, what port to use.
 * @param bind_address The local bind address to use. Defaults to letting the OS find one.
 */
TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_port, NetworkAddress bind_address, int family) :
	bind_address(bind_address),
	family(family)
{
	this->connection_string = NormalizeConnectionString(connection_string, default_port);

	_tcp_connecters.push_back(this);
}

/**
 * Create a new connecter for the server.
 * @param connection_string The address to connect to.
 * @param default_port If not indicated in connection_string, what port to use.
 */
TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uint16 default_port) :
	server_address(ServerAddress::Parse(connection_string, default_port))
{
	switch (this->server_address.type) {
		case SERVER_ADDRESS_DIRECT:
			this->connection_string = this->server_address.connection_string;
			break;

		case SERVER_ADDRESS_INVITE_CODE:
			this->status = Status::CONNECTING;
			_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
			break;

		default:
			NOT_REACHED();
	}

	_tcp_connecters.push_back(this);
}

TCPConnecter::~TCPConnecter()
{
	if (this->resolve_thread.joinable()) {
		this->resolve_thread.join();
	}

	for (const auto &socket : this->sockets) {
		closesocket(socket);
	}
	this->sockets.clear();
	this->sock_to_address.clear();

	if (this->ai != nullptr) freeaddrinfo(this->ai);
}

/**
 * Kill this connecter.
 * It will abort as soon as it can and not call any of the callbacks.
 */
void TCPConnecter::Kill()
{
	/* Delay the removing of the socket till the next CheckActivity(). */
	this->killed = true;
}

/**
 * Start a connection to the indicated address.
 * @param address The address to connection to.
 */
void TCPConnecter::Connect(addrinfo *address)
{
	SOCKET sock = socket(address->ai_family, address->ai_socktype, address->ai_protocol);
	if (sock == INVALID_SOCKET) {
		Debug(net, 0, "Could not create {} {} socket: {}", NetworkAddress::SocketTypeAsString(address->ai_socktype), NetworkAddress::AddressFamilyAsString(address->ai_family), NetworkError::GetLast().AsString());
		return;
	}

	if (!SetReusePort(sock)) {
		Debug(net, 0, "Setting reuse-port mode failed: {}", NetworkError::GetLast().AsString());
	}

	if (this->bind_address.GetPort() > 0) {
		if (bind(sock, (const sockaddr *)this->bind_address.GetAddress(), this->bind_address.GetAddressLength()) != 0) {
			Debug(net, 1, "Could not bind socket on {}: {}", this->bind_address.GetAddressAsString(), NetworkError::GetLast().AsString());
			closesocket(sock);
			return;
		}
	}

	if (!SetNoDelay(sock)) {
		Debug(net, 1, "Setting TCP_NODELAY failed: {}", NetworkError::GetLast().AsString());
	}
	if (!SetNonBlocking(sock)) {
		Debug(net, 0, "Setting non-blocking mode failed: {}", NetworkError::GetLast().AsString());
	}

	NetworkAddress network_address = NetworkAddress(address->ai_addr, (int)address->ai_addrlen);
	Debug(net, 5, "Attempting to connect to {}", network_address.GetAddressAsString());

	int err = connect(sock, address->ai_addr, (int)address->ai_addrlen);
	if (err != 0 && !NetworkError::GetLast().IsConnectInProgress()) {
		closesocket(sock);

		Debug(net, 1, "Could not connect to {}: {}", network_address.GetAddressAsString(), NetworkError::GetLast().AsString());
		return;
	}

	this->sock_to_address[sock] = network_address;
	this->sockets.push_back(sock);
}

/**
 * Start the connect() for the next address in the list.
 * @return True iff a new connect() is attempted.
 */
bool TCPConnecter::TryNextAddress()
{
	if (this->current_address >= this->addresses.size()) return false;

	this->last_attempt = std::chrono::steady_clock::now();
	this->Connect(this->addresses[this->current_address++]);

	return true;
}

/**
 * Callback when resolving is done.
 * @param ai A linked-list of address information.
 */
void TCPConnecter::OnResolved(addrinfo *ai)
{
	std::deque<addrinfo *> addresses_ipv4, addresses_ipv6;

	/* Apply "Happy Eyeballs" if it is likely IPv6 is functional. */

	/* Detect if IPv6 is likely to succeed or not. */
	bool seen_ipv6 = false;
	bool resort = true;
	for (addrinfo *runp = ai; runp != nullptr; runp = runp->ai_next) {
		if (runp->ai_family == AF_INET6) {
			seen_ipv6 = true;
		} else if (!seen_ipv6) {
			/* We see an IPv4 before an IPv6; this most likely means there is
			 * no IPv6 available on the system, so keep the order of this
			 * list. */
			resort = false;
			break;
		}
	}

	/* Convert the addrinfo into NetworkAddresses. */
	for (addrinfo *runp = ai; runp != nullptr; runp = runp->ai_next) {
		/* Skip entries if the family is set and it is not matching. */
		if (this->family != AF_UNSPEC && this->family != runp->ai_family) continue;

		if (resort) {
			if (runp->ai_family == AF_INET6) {
				addresses_ipv6.emplace_back(runp);
			} else {
				addresses_ipv4.emplace_back(runp);
			}
		} else {
			this->addresses.emplace_back(runp);
		}
	}

	/* If we want to resort, make the list like IPv6 / IPv4 / IPv6 / IPv4 / ..
	 * for how ever many (round-robin) DNS entries we have. */
	if (resort) {
		while (!addresses_ipv4.empty() || !addresses_ipv6.empty()) {
			if (!addresses_ipv6.empty()) {
				this->addresses.push_back(addresses_ipv6.front());
				addresses_ipv6.pop_front();
			}
			if (!addresses_ipv4.empty()) {
				this->addresses.push_back(addresses_ipv4.front());
				addresses_ipv4.pop_front();
			}
		}
	}

	if (_debug_net_level >= 6) {
		if (this->addresses.size() == 0) {
			Debug(net, 6, "{} did not resolve", this->connection_string);
		} else {
			Debug(net, 6, "{} resolved in:", this->connection_string);
			for (const auto &address : this->addresses) {
				Debug(net, 6, "- {}", NetworkAddress(address->ai_addr, (int)address->ai_addrlen).GetAddressAsString());
			}
		}
	}

	this->current_address = 0;
}

/**
 * Start resolving the hostname.
 *
 * This function must change "status" to either Status::FAILURE
 * or Status::CONNECTING before returning.
 */
void TCPConnecter::Resolve()
{
	/* Port is already guaranteed part of the connection_string. */
	NetworkAddress address = ParseConnectionString(this->connection_string, 0);

	addrinfo hints;
	memset(&hints, 0, sizeof(hints));
	hints.ai_family = AF_UNSPEC;
	hints.ai_flags = AI_ADDRCONFIG;
	hints.ai_socktype = SOCK_STREAM;

	char port_name[6];
	seprintf(port_name, lastof(port_name), "%u", address.GetPort());

	static bool getaddrinfo_timeout_error_shown = false;
	auto start = std::chrono::steady_clock::now();

	addrinfo *ai;
	int error = getaddrinfo(address.GetHostname().c_str(), port_name, &hints, &ai);

	auto end = std::chrono::steady_clock::now();
	auto duration = std::chrono::duration_cast<std::chrono::seconds>(end - start);
	if (!getaddrinfo_timeout_error_shown && duration >= std::chrono::seconds(5)) {
		Debug(net, 0, "getaddrinfo() for address \"{}\" took {} seconds", this->connection_string, duration.count());
		Debug(net, 0, "  This is likely an issue in the DNS name resolver's configuration causing it to time out");
		getaddrinfo_timeout_error_shown = true;
	}

	if (error != 0) {
		Debug(net, 0, "Failed to resolve DNS for {}", this->connection_string);
		this->status = Status::FAILURE;
		return;
	}

	this->ai = ai;
	this->OnResolved(ai);

	this->status = Status::CONNECTING;
}

/**
 * Thunk to start Resolve() on the right instance.
 */
/* static */ void TCPConnecter::ResolveThunk(TCPConnecter *connecter)
{
	connecter->Resolve();
}

/**
 * Check if there was activity for this connecter.
 * @return True iff the TCPConnecter is done and can be cleaned up.
 */
bool TCPConnecter::CheckActivity()
{
	if (this->killed) return true;

	switch (this->status) {
		case Status::INIT:
			/* Start the thread delayed, so the vtable is loaded. This allows classes
			 * to overload functions used by Resolve() (in case threading is disabled). */
			if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
				this->status = Status::RESOLVING;
				return false;
			}

			/* No threads, do a blocking resolve. */
			this->Resolve();

			/* Continue as we are either failed or can start the first
			 * connection. The rest of this function handles exactly that. */
			break;

		case Status::RESOLVING:
			/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
			return false;

		case Status::FAILURE:
			/* Ensure the OnFailure() is called from the game-thread instead of the
			 * resolve-thread, as otherwise we can get into some threading issues. */
			this->OnFailure();
			return true;

		case Status::CONNECTING:
		case Status::CONNECTED:
			break;
	}

	/* If there are no attempts pending, connect to the next. */
	if (this->sockets.empty()) {
		if (!this->TryNextAddress()) {
			/* There were no more addresses to try, so we failed. */
			this->OnFailure();
			return true;
		}
		return false;
	}

	fd_set write_fd;
	FD_ZERO(&write_fd);
	for (const auto &socket : this->sockets) {
		FD_SET(socket, &write_fd);
	}

	timeval tv;
	tv.tv_usec = 0;
	tv.tv_sec = 0;
	int n = select(FD_SETSIZE, nullptr, &write_fd, nullptr, &tv);
	/* select() failed; hopefully next try it doesn't. */
	if (n < 0) {
		/* select() normally never fails; so hopefully it works next try! */
		Debug(net, 1, "select() failed: {}", NetworkError::GetLast().AsString());
		return false;
	}

	/* No socket updates. */
	if (n == 0) {
		/* Wait 250ms between attempting another address. */
		if (std::chrono::steady_clock::now() < this->last_attempt + std::chrono::milliseconds(250)) return false;

		/* Try the next address in the list. */
		if (this->TryNextAddress()) return false;

		/* Wait up to 3 seconds since the last connection we started. */
		if (std::chrono::steady_clock::now() < this->last_attempt + std::chrono::milliseconds(3000)) return false;

		/* More than 3 seconds no socket reported activity, and there are no
		 * more address to try. Timeout the attempt. */
		Debug(net, 0, "Timeout while connecting to {}", this->connection_string);

		for (const auto &socket : this->sockets) {
			closesocket(socket);
		}
		this->sockets.clear();
		this->sock_to_address.clear();

		this->OnFailure();
		return true;
	}

	/* Check for errors on any of the sockets. */
	for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
		NetworkError socket_error = GetSocketError(*it);
		if (socket_error.HasError()) {
			Debug(net, 1, "Could not connect to {}: {}", this->sock_to_address[*it].GetAddressAsString(), socket_error.AsString());
			closesocket(*it);
			this->sock_to_address.erase(*it);
			it = this->sockets.erase(it);
		} else {
			it++;
		}
	}

	/* In case all sockets had an error, queue a new one. */
	if (this->sockets.empty()) {
		if (!this->TryNextAddress()) {
			/* There were no more addresses to try, so we failed. */
			this->OnFailure();
			return true;
		}
		return false;
	}

	/* At least one socket is connected. The first one that does is the one
	 * we will be using, and we close all other sockets. */
	SOCKET connected_socket = INVALID_SOCKET;
	for (auto it = this->sockets.begin(); it != this->sockets.end(); /* nothing */) {
		if (connected_socket == INVALID_SOCKET && FD_ISSET(*it, &write_fd)) {
			connected_socket = *it;
		} else {
			closesocket(*it);
		}
		this->sock_to_address.erase(*it);
		it = this->sockets.erase(it);
	}
	assert(connected_socket != INVALID_SOCKET);

	Debug(net, 3, "Connected to {}", this->connection_string);
	if (_debug_net_level >= 5) {
		Debug(net, 5, "- using {}", NetworkAddress::GetPeerName(connected_socket));
	}

	this->OnConnect(connected_socket);
	this->status = Status::CONNECTED;
	return true;
}

/**
 * Check if there was activity for this connecter.
 * @return True iff the TCPConnecter is done and can be cleaned up.
 */
bool TCPServerConnecter::CheckActivity()
{
	if (this->killed) return true;

	switch (this->server_address.type) {
		case SERVER_ADDRESS_DIRECT:
			return TCPConnecter::CheckActivity();

		case SERVER_ADDRESS_INVITE_CODE:
			/* Check if a result has come in. */
			switch (this->status) {
				case Status::FAILURE:
					this->OnFailure();
					return true;

				case Status::CONNECTED:
					this->OnConnect(this->socket);
					return true;

				default:
					break;
			}

			return false;

		default:
			NOT_REACHED();
	}
}

/**
 * The connection was successfully established.
 * This socket is fully setup and ready to send/recv game protocol packets.
 * @param sock The socket of the established connection.
 */
void TCPServerConnecter::SetConnected(SOCKET sock)
{
	assert(sock != INVALID_SOCKET);

	this->socket = sock;
	this->status = Status::CONNECTED;
}

/**
 * The connection couldn't be established.
 */
void TCPServerConnecter::SetFailure()
{
	this->status = Status::FAILURE;
}

/**
 * Check whether we need to call the callback, i.e. whether we
 * have connected or aborted and call the appropriate callback
 * for that. It's done this way to ease on the locking that
 * would otherwise be needed everywhere.
 */
/* static */ void TCPConnecter::CheckCallbacks()
{
	for (auto iter = _tcp_connecters.begin(); iter < _tcp_connecters.end(); /* nothing */) {
		TCPConnecter *cur = *iter;

		if (cur->CheckActivity()) {
			iter = _tcp_connecters.erase(iter);
			delete cur;
		} else {
			iter++;
		}
	}
}

/** Kill all connection attempts. */
/* static */ void TCPConnecter::KillAll()
{
	for (auto iter = _tcp_connecters.begin(); iter < _tcp_connecters.end(); /* nothing */) {
		TCPConnecter *cur = *iter;
		iter = _tcp_connecters.erase(iter);
		delete cur;
	}
}