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/*
* 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_turn.cpp TURN sending/receiving part of the network protocol. */
#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../strings_func.h"
#include "network_coordinator.h"
#include "network_turn.h"
#include "table/strings.h"
#include "../safeguards.h"
/** Connect to the TURN server. */
class NetworkTurnConnecter : public TCPConnecter {
private:
ClientNetworkTurnSocketHandler *handler;
public:
/**
* Initiate the connecting.
* @param connection_string The address of the TURN server.
*/
NetworkTurnConnecter(ClientNetworkTurnSocketHandler *handler, const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_TURN_SERVER_PORT), handler(handler) {}
void OnFailure() override
{
this->handler->connecter = nullptr;
this->handler->ConnectFailure();
}
void OnConnect(SOCKET s) override
{
this->handler->connecter = nullptr;
handler->sock = s;
}
};
bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *p)
{
this->ConnectFailure();
return false;
}
bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *p)
{
std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH);
/* Act like we no longer have a socket, as we are handing it over to the
* game handler. */
SOCKET game_sock = this->sock;
this->sock = INVALID_SOCKET;
NetworkAddress address = NetworkAddress(hostname, NETWORK_DEFAULT_PORT);
_network_coordinator_client.ConnectSuccess(this->token, game_sock, address);
return false;
}
/**
* Connect to the TURN server.
*/
void ClientNetworkTurnSocketHandler::Connect()
{
this->connect_started = true;
this->connecter = new NetworkTurnConnecter(this, this->connection_string);
}
/**
* Prepare a TURN connection.
* Not until you run Connect() on the resulting instance will it start setting
* up the TURN connection.
* @param token The token as received from the Game Coordinator.
* @param tracking_number The tracking number as recieved from the Game Coordinator.
* @param ticket The ticket as received from the Game Coordinator.
* @param connection_string Connection string of the TURN server.
* @return The handler for this TURN connection.
*/
/* static */ std::unique_ptr<ClientNetworkTurnSocketHandler> ClientNetworkTurnSocketHandler::Turn(const std::string &token, uint8 tracking_number, const std::string &ticket, const std::string &connection_string)
{
auto turn_handler = std::make_unique<ClientNetworkTurnSocketHandler>(token, tracking_number, connection_string);
Packet *p = new Packet(PACKET_TURN_SERCLI_CONNECT);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_string(ticket);
turn_handler->SendPacket(p);
return turn_handler;
}
void ClientNetworkTurnSocketHandler::ConnectFailure()
{
_network_coordinator_client.ConnectFailure(this->token, this->tracking_number);
}
NetworkRecvStatus ClientNetworkTurnSocketHandler::CloseConnection(bool error)
{
NetworkTurnSocketHandler::CloseConnection(error);
/* If our connecter is still pending, shut it down too. Otherwise the
* callback of the connecter can call into us, and our object is most
* likely about to be destroyed. */
if (this->connecter != nullptr) {
this->connecter->Kill();
this->connecter = nullptr;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Check whether we received/can send some data from/to the TURN server and
* when that's the case handle it appropriately
*/
void ClientNetworkTurnSocketHandler::SendReceive()
{
if (this->sock == INVALID_SOCKET) return;
if (this->CanSendReceive()) {
this->ReceivePackets();
}
this->SendPackets();
}
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