summaryrefslogtreecommitdiff
path: root/src/network/network_coordinator.cpp
blob: 3e40797407f6b75fe585fe8a54ad615cb19c31d7 (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

/*
 * 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 network_coordinator.cpp Game Coordinator sending/receiving part of the network protocol. */

#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../rev.h"
#include "../settings_type.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../window_type.h"
#include "network.h"
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "table/strings.h"

#include "../safeguards.h"

static const auto NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES = std::chrono::seconds(30); ///< How many time between updates the server sends to the Game Coordinator.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client; ///< The connection to the Game Coordinator.
ConnectionType _network_server_connection_type = CONNECTION_TYPE_UNKNOWN; ///< What type of connection the Game Coordinator detected we are on.

/** Connect to the Game Coordinator server. */
class NetworkCoordinatorConnecter : TCPConnecter {
public:
	/**
	 * Initiate the connecting.
	 * @param address The address of the Game Coordinator server.
	 */
	NetworkCoordinatorConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_COORDINATOR_SERVER_PORT) {}

	void OnFailure() override
	{
		_network_coordinator_client.connecting = false;
		_network_coordinator_client.CloseConnection(true);
	}

	void OnConnect(SOCKET s) override
	{
		assert(_network_coordinator_client.sock == INVALID_SOCKET);

		_network_coordinator_client.sock = s;
		_network_coordinator_client.connecting = false;
	}
};

bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p)
{
	NetworkCoordinatorErrorType error = (NetworkCoordinatorErrorType)p->Recv_uint8();
	std::string detail = p->Recv_string(NETWORK_ERROR_DETAIL_LENGTH);

	switch (error) {
		case NETWORK_COORDINATOR_ERROR_UNKNOWN:
			this->CloseConnection();
			return false;

		case NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED:
			SetDParamStr(0, detail);
			ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED, STR_JUST_RAW_STRING, WL_ERROR);

			/* To prevent that we constantly try to reconnect, switch to private game. */
			_settings_client.network.server_advertise = false;

			this->CloseConnection();
			return false;

		default:
			Debug(net, 0, "Invalid error type {} received from Game Coordinator", error);
			this->CloseConnection();
			return false;
	}
}

bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
{
	/* Schedule sending an update. */
	this->next_update = std::chrono::steady_clock::now();

	_network_server_connection_type = (ConnectionType)p->Recv_uint8();

	if (_network_server_connection_type == CONNECTION_TYPE_ISOLATED) {
		ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL, WL_ERROR);
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	if (_network_dedicated) {
		std::string connection_type;
		switch (_network_server_connection_type) {
			case CONNECTION_TYPE_ISOLATED: connection_type = "Remote players can't connect"; break;
			case CONNECTION_TYPE_DIRECT:   connection_type = "Public"; break;

			case CONNECTION_TYPE_UNKNOWN: // Never returned from Game Coordinator.
			default: connection_type = "Unknown"; break; // Should never happen, but don't fail if it does.
		}

		Debug(net, 3, "----------------------------------------");
		Debug(net, 3, "Your server is now registered with the Game Coordinator:");
		Debug(net, 3, "  Game type:       Public");
		Debug(net, 3, "  Connection type: {}", connection_type);
		Debug(net, 3, "----------------------------------------");
	}

	return true;
}

void ClientNetworkCoordinatorSocketHandler::Connect()
{
	/* We are either already connected or are trying to connect. */
	if (this->sock != INVALID_SOCKET || this->connecting) return;

	this->Reopen();

	this->connecting = true;
	new NetworkCoordinatorConnecter(NETWORK_COORDINATOR_SERVER_HOST);
}

NetworkRecvStatus ClientNetworkCoordinatorSocketHandler::CloseConnection(bool error)
{
	NetworkCoordinatorSocketHandler::CloseConnection(error);

	this->CloseSocket();
	this->connecting = false;

	_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
	this->next_update = {};

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Register our server to receive our join-key.
 */
void ClientNetworkCoordinatorSocketHandler::Register()
{
	_network_server_connection_type = CONNECTION_TYPE_UNKNOWN;
	this->next_update = {};

	SetWindowDirty(WC_CLIENT_LIST, 0);

	this->Connect();

	Packet *p = new Packet(PACKET_COORDINATOR_SERVER_REGISTER);
	p->Send_uint8(NETWORK_COORDINATOR_VERSION);
	p->Send_uint8(SERVER_GAME_TYPE_PUBLIC);
	p->Send_uint16(_settings_client.network.server_port);

	this->SendPacket(p);
}

/**
 * Send an update of our server status to the Game Coordinator.
 */
void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
{
	Debug(net, 6, "Sending server update to Game Coordinator");
	this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;

	Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE);
	p->Send_uint8(NETWORK_COORDINATOR_VERSION);
	SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());

	this->SendPacket(p);
}

/**
 * Check whether we received/can send some data from/to the Game Coordinator server and
 * when that's the case handle it appropriately.
 */
void ClientNetworkCoordinatorSocketHandler::SendReceive()
{
	/* Private games are not listed via the Game Coordinator. */
	if (_network_server && !_settings_client.network.server_advertise) {
		if (this->sock != INVALID_SOCKET) {
			this->CloseConnection();
		}
		return;
	}

	static int last_attempt_backoff = 1;
	static bool first_reconnect = true;

	if (this->sock == INVALID_SOCKET) {
		static std::chrono::steady_clock::time_point last_attempt = {};

		/* Don't auto-reconnect when we are not a server. */
		if (!_network_server) return;
		/* Don't reconnect if we are connecting. */
		if (this->connecting) return;
		/* Throttle how often we try to reconnect. */
		if (std::chrono::steady_clock::now() < last_attempt + std::chrono::seconds(1) * last_attempt_backoff) return;

		last_attempt = std::chrono::steady_clock::now();
		/* Delay reconnecting with up to 32 seconds. */
		if (last_attempt_backoff < 32) {
			last_attempt_backoff *= 2;
		}

		/* Do not reconnect on the first attempt, but only initialize the
		 * last_attempt variables.  Otherwise after an outage all servers
		 * reconnect at the same time, potentially overwhelming the
		 * Game Coordinator. */
		if (first_reconnect) {
			first_reconnect = false;
			return;
		}

		Debug(net, 1, "Connection with Game Coordinator lost; reconnecting...");
		this->Register();
		return;
	}

	last_attempt_backoff = 1;
	first_reconnect = true;

	if (_network_server && _network_server_connection_type != CONNECTION_TYPE_UNKNOWN && std::chrono::steady_clock::now() > this->next_update) {
		this->SendServerUpdate();
	}

	if (this->CanSendReceive()) {
		this->ReceivePackets();
	}

	this->SendPackets();
}