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https://github.com/OpenTTD/OpenTTD.git
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(svn r15971) -Codechange: make it possible for UDP socket handlers to bind to multiple sockets.
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@ -37,12 +37,9 @@ struct Packet;
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*/
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class NetworkSocketHandler {
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bool has_quit; ///< Whether the current client has quit/send a bad packet
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public:
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/* TODO: make socket protected once the TCP stuff is in a real class too */
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SOCKET sock; ///< The socket currently connected to
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public:
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/** Create a new unbound socket */
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NetworkSocketHandler(SOCKET s = INVALID_SOCKET) { this->sock = s; this->has_quit = false; }
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NetworkSocketHandler() { this->has_quit = false; }
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/** Close the socket when distructing the socket handler */
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virtual ~NetworkSocketHandler() { this->Close(); }
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@ -57,12 +54,6 @@ public:
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*/
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virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
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/**
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* Whether this socket is currently bound to a socket.
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* @return true when the socket is bound, false otherwise
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*/
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bool IsConnected() const { return this->sock != INVALID_SOCKET; }
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/**
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* Whether the current client connected to the socket has quit.
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* In the case of UDP, for example, once a client quits (send bad
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@ -13,8 +13,9 @@
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#include "tcp.h"
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NetworkTCPSocketHandler::NetworkTCPSocketHandler(SOCKET s) :
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NetworkSocketHandler(s),
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packet_queue(NULL), packet_recv(NULL), writable(false)
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NetworkSocketHandler(),
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packet_queue(NULL), packet_recv(NULL),
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sock(s), writable(false)
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{
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}
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@ -20,8 +20,15 @@ private:
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_recv; ///< Partially received packet
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public:
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SOCKET sock; ///< The socket currently connected to
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bool writable; ///< Can we write to this socket?
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/**
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* Whether this socket is currently bound to a socket.
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* @return true when the socket is bound, false otherwise
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*/
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bool IsConnected() const { return this->sock != INVALID_SOCKET; }
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virtual NetworkRecvStatus CloseConnection();
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void Send_Packet(Packet *packet);
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bool Send_Packets();
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@ -16,29 +16,39 @@
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#include "udp.h"
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/**
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* Start listening on the given host and port.
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* @param address the host to listen on
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* @param broadcast whether to allow broadcast sending/receiving
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* @return true if the listening succeeded
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* Create an UDP socket but don't listen yet.
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* @param bind the addresses to bind to.
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*/
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bool NetworkUDPSocketHandler::Listen(NetworkAddress address, bool broadcast)
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NetworkUDPSocketHandler::NetworkUDPSocketHandler(NetworkAddressList *bind)
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{
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if (bind != NULL) {
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for (NetworkAddress *addr = bind->Begin(); addr != bind->End(); addr++) {
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*this->bind.Append() = *addr;
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}
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} else {
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*this->bind.Append() = NetworkAddress(NULL, 0, AF_INET);
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}
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}
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/**
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* Start listening on the given host and port.
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* @return true if at least one port is listening
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*/
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bool NetworkUDPSocketHandler::Listen()
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{
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/* Make sure socket is closed */
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this->Close();
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this->sock = address.Listen(AF_INET, SOCK_DGRAM);
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if (broadcast) {
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/* Enable broadcast */
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unsigned long val = 1;
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#ifndef BEOS_NET_SERVER /* will work around this, some day; maybe. */
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setsockopt(this->sock, SOL_SOCKET, SO_BROADCAST, (char *) &val, sizeof(val));
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#endif
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for (NetworkAddress *addr = this->bind.Begin(); addr != this->bind.End(); addr++) {
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addr->Listen(AF_UNSPEC, SOCK_DGRAM, &this->sockets);
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}
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DEBUG(net, 1, "[udp] listening on port %s", address.GetAddressAsString());
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for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
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DEBUG(net, 1, "[udp] listening on port %s", s->first.GetAddressAsString());
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}
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return true;
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return this->sockets.Length() != 0;
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}
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/**
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@ -46,10 +56,10 @@ bool NetworkUDPSocketHandler::Listen(NetworkAddress address, bool broadcast)
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*/
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void NetworkUDPSocketHandler::Close()
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{
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if (!this->IsConnected()) return;
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closesocket(this->sock);
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this->sock = INVALID_SOCKET;
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for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
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closesocket(s->second);
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}
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this->sockets.Clear();
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}
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NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
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@ -62,18 +72,35 @@ NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
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* Send a packet over UDP
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* @param p the packet to send
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* @param recv the receiver (target) of the packet
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* @param all send the packet using all sockets that can send it
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* @param broadcast whether to send a broadcast message
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*/
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void NetworkUDPSocketHandler::SendPacket(Packet *p, NetworkAddress *recv)
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void NetworkUDPSocketHandler::SendPacket(Packet *p, NetworkAddress *recv, bool all, bool broadcast)
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{
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int res;
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if (this->sockets.Length() == 0) this->Listen();
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for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
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/* Not the same type */
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if (s->first.GetAddress()->ss_family != recv->GetAddress()->ss_family) continue;
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p->PrepareToSend();
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#ifndef BEOS_NET_SERVER /* will work around this, some day; maybe. */
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if (broadcast) {
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/* Enable broadcast */
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unsigned long val = 1;
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setsockopt(s->second, SOL_SOCKET, SO_BROADCAST, (char *) &val, sizeof(val));
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}
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#endif
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/* Send the buffer */
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res = sendto(this->sock, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv->GetAddress(), recv->GetAddressLength());
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int res = sendto(s->second, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv->GetAddress(), recv->GetAddressLength());
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/* Check for any errors, but ignore it otherwise */
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if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
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if (res == -1) DEBUG(net, 1, "[udp] sendto(%s) failed with: %i", recv->GetAddressAsString(), GET_LAST_ERROR());
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if (!all) break;
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}
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}
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/**
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@ -81,22 +108,17 @@ void NetworkUDPSocketHandler::SendPacket(Packet *p, NetworkAddress *recv)
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*/
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void NetworkUDPSocketHandler::ReceivePackets()
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{
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for (SocketList::iterator s = this->sockets.Begin(); s != this->sockets.End(); s++) {
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struct sockaddr_storage client_addr;
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memset(&client_addr, 0, sizeof(client_addr));
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socklen_t client_len;
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int nbytes;
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Packet p(this);
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int packet_len;
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if (!this->IsConnected()) return;
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packet_len = sizeof(p.buffer);
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client_len = sizeof(client_addr);
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int packet_len = sizeof(p.buffer);
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socklen_t client_len = sizeof(client_addr);
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/* Try to receive anything */
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SetNonBlocking(this->sock); // Some OSes seem to lose the non-blocking status of the socket
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nbytes = recvfrom(this->sock, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
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SetNonBlocking(s->second); // Some OSes seem to lose the non-blocking status of the socket
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int nbytes = recvfrom(s->second, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
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/* We got some bytes for the base header of the packet. */
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if (nbytes > 2) {
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@ -114,6 +136,7 @@ void NetworkUDPSocketHandler::ReceivePackets()
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this->HandleUDPPacket(&p, &address);
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}
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}
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}
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/**
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@ -96,6 +96,11 @@ enum PacketUDPType {
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/** Base socket handler for all UDP sockets */
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class NetworkUDPSocketHandler : public NetworkSocketHandler {
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protected:
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/** The address to bind to. */
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NetworkAddressList bind;
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/** The opened sockets. */
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SocketList sockets;
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NetworkRecvStatus CloseConnection();
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/* Declare all possible packets here. If it can be received by the
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@ -124,13 +129,15 @@ protected:
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*/
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virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
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public:
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NetworkUDPSocketHandler(NetworkAddressList *bind = NULL);
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/** On destructing of this class, the socket needs to be closed */
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virtual ~NetworkUDPSocketHandler() { this->Close(); }
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bool Listen(NetworkAddress address, bool broadcast);
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bool Listen();
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void Close();
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void SendPacket(Packet *p, NetworkAddress *recv);
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void SendPacket(Packet *p, NetworkAddress *recv, bool all = false, bool broadcast = false);
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void ReceivePackets();
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void Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
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@ -274,7 +274,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
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/* We just want to close the connection.. */
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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cs->CloseConnection();
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cs->NetworkSocketHandler::CloseConnection();
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NetworkCloseClient(cs);
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_networking = false;
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@ -738,8 +738,7 @@ bool NetworkServerStart()
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if (!NetworkListen()) return false;
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/* Try to start UDP-server */
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_network_udp_server = true;
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_network_udp_server = _udp_server_socket->Listen(NetworkAddress(_settings_client.network.server_bind_ip, _settings_client.network.server_port), false);
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_network_udp_server = _udp_server_socket->Listen();
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_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
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_network_server = true;
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@ -74,6 +74,7 @@ protected:
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
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public:
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ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
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virtual ~ServerNetworkUDPSocketHandler() {}
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};
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@ -376,7 +377,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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DEBUG(net, 4, "[udp] broadcasting to %s", addr->GetHostname());
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socket->SendPacket(&p, addr);
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socket->SendPacket(&p, addr, true, true);
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}
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}
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@ -384,10 +385,6 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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/* Request the the server-list from the master server */
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void NetworkUDPQueryMasterServer()
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{
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(NetworkAddress(), true)) return;
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}
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Packet p(PACKET_UDP_CLIENT_GET_LIST);
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NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
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@ -405,11 +402,6 @@ void NetworkUDPSearchGame()
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/* We are still searching.. */
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if (_network_udp_broadcast > 0) return;
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/* No UDP-socket yet.. */
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(NetworkAddress(), true)) return;
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}
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DEBUG(net, 0, "[udp] searching server");
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NetworkUDPBroadCast(_udp_client_socket);
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@ -453,11 +445,6 @@ void NetworkUDPQueryServerThread(void *pntr)
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void NetworkUDPQueryServer(NetworkAddress address, bool manually)
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{
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/* No UDP-socket yet.. */
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(NetworkAddress(), true)) return;
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}
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NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
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if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
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NetworkUDPQueryServerThread(info);
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@ -488,11 +475,6 @@ void NetworkUDPRemoveAdvertise()
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/* Check if we are advertising */
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if (!_networking || !_network_server || !_network_udp_server) return;
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/* check for socket */
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if (!_udp_master_socket->IsConnected()) {
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if (!_udp_master_socket->Listen(NetworkAddress(_settings_client.network.server_bind_ip, 0), false)) return;
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}
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if (!ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL)) {
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NetworkUDPRemoveAdvertiseThread(NULL);
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}
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@ -526,11 +508,6 @@ void NetworkUDPAdvertise()
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if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise)
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return;
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/* check for socket */
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if (!_udp_master_socket->IsConnected()) {
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if (!_udp_master_socket->Listen(NetworkAddress(_settings_client.network.server_bind_ip, 0), false)) return;
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}
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if (_network_need_advertise) {
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_network_need_advertise = false;
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_network_advertise_retries = ADVERTISE_RETRY_TIMES;
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@ -559,8 +536,12 @@ void NetworkUDPInitialize()
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assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
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_network_udp_mutex->BeginCritical();
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NetworkAddressList server;
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*server.Append() = NetworkAddress(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
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_udp_client_socket = new ClientNetworkUDPSocketHandler();
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_udp_server_socket = new ServerNetworkUDPSocketHandler();
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_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
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_udp_master_socket = new MasterNetworkUDPSocketHandler();
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_network_udp_server = false;
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