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https://github.com/OpenTTD/OpenTTD.git
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(svn r20929) -Codechange: make NetworkCloseClient a class method
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8f9ae44a67
commit
7ba07d9573
@ -47,7 +47,6 @@ NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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{
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@ -61,7 +60,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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}
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@ -179,6 +179,7 @@ public:
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection(bool error = true);
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virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
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virtual ~NetworkGameSocketHandler() {}
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inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
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@ -91,7 +91,7 @@ extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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static SocketList _listensockets;
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/* The amount of clients connected */
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static byte _network_clients_connected = 0;
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byte _network_clients_connected = 0;
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/* Some externs / forwards */
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extern void StateGameLoop();
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@ -262,7 +262,7 @@ 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->NetworkSocketHandler::CloseConnection();
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NetworkCloseClient(cs, res);
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cs->CloseConnection(res);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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@ -283,7 +283,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
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}
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_switch_mode = SM_MENU;
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NetworkCloseClient(cs, res);
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cs->CloseConnection(res);
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_networking = false;
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}
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@ -494,54 +494,6 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
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return new ServerNetworkGameSocketHandler(s);
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}
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/* Close a connection */
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NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->Send_Packets.
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* This might invoke this function, which means that when we close the
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* connection after cs->Send_Packets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (cs->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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NetworkGetClientName(client_name, sizeof(client_name), cs);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) {
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SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
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}
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}
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}
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DEBUG(net, 1, "Closed client connection %d", cs->client_id);
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if (_network_server) {
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/* We just lost one client :( */
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if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
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_network_clients_connected--;
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SetWindowDirty(WC_CLIENT_LIST, 0);
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}
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cs->Send_Packets(true);
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delete cs->GetInfo();
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delete cs;
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return status;
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}
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/* For the server, to accept new clients */
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static void NetworkAcceptClients(SOCKET ls)
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{
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@ -636,7 +588,7 @@ static void NetworkClose()
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MyClient::SendQuit();
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cs->Send_Packets();
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}
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
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cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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if (_network_server) {
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@ -51,6 +51,28 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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ClientNetworkGameSocketHandler::my_client = NULL;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->Send_Packets.
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* This might invoke this function, which means that when we close the
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* connection after cs->Send_Packets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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DEBUG(net, 1, "Closed client connection %d", this->client_id);
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this->Send_Packets(true);
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delete this->GetInfo();
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delete this;
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return status;
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}
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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@ -53,6 +53,8 @@ public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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static NetworkRecvStatus SendCompanyInformationQuery();
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static NetworkRecvStatus SendJoin();
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@ -166,7 +166,6 @@ void NetworkFreeLocalCommandQueue();
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void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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/* from network.c */
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NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);
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void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
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void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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@ -63,6 +63,51 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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OrderBackup::ResetUser(this->client_id);
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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/*
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* Sending a message just before leaving the game calls cs->Send_Packets.
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* This might invoke this function, which means that when we close the
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* connection after cs->Send_Packets we will close an already closed
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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NetworkGetClientName(client_name, sizeof(client_name), this);
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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}
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}
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}
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DEBUG(net, 1, "Closed client connection %d", this->client_id);
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/* We just lost one client :( */
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if (this->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
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extern byte _network_clients_connected;
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_network_clients_connected--;
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SetWindowDirty(WC_CLIENT_LIST, 0);
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this->Send_Packets(true);
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delete this->GetInfo();
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delete this;
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return status;
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}
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static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
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@ -205,7 +250,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
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}
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/* The client made a mistake, so drop his connection now! */
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return NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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return cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs)
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@ -245,7 +290,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_GAME_PASSWORD)(NetworkClientSoc
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*/
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/* Invalid packet when status is STATUS_AUTH_GAME or higher */
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if (cs->status >= STATUS_AUTH_GAME) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
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if (cs->status >= STATUS_AUTH_GAME) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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cs->status = STATUS_AUTH_GAME;
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@ -265,7 +310,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_COMPANY_PASSWORD)(NetworkClient
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*/
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/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
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if (cs->status >= STATUS_AUTH_COMPANY) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
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if (cs->status >= STATUS_AUTH_COMPANY) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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cs->status = STATUS_AUTH_COMPANY;
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@ -289,7 +334,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
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NetworkClientSocket *new_cs;
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/* Invalid packet when status is AUTH or higher */
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if (cs->status >= STATUS_AUTHORIZED) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
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if (cs->status >= STATUS_AUTHORIZED) return cs->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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cs->status = STATUS_AUTHORIZED;
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_network_game_info.clients_on++;
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@ -991,8 +1036,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
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/* The client was never joined.. thank the client for the packet, but ignore it */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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this->CloseConnection();
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return NETWORK_RECV_STATUS_CONN_LOST;
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkGetClientName(client_name, sizeof(client_name), this);
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@ -1010,8 +1054,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
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}
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}
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this->CloseConnection(false);
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return NETWORK_RECV_STATUS_CONN_LOST;
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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@ -1023,8 +1066,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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/* The client was never joined.. thank the client for the packet, but ignore it */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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this->CloseConnection();
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return NETWORK_RECV_STATUS_CONN_LOST;
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkGetClientName(client_name, sizeof(client_name), this);
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@ -1037,8 +1079,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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}
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}
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this->CloseConnection(false);
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return NETWORK_RECV_STATUS_CONN_LOST;
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
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@ -1579,7 +1620,7 @@ void NetworkServer_Tick(bool send_frame)
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/* Client did still not report in after 4 game-day, drop him
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* (that is, the 3 of above, + 1 before any lag is counted) */
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id);
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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continue;
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}
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@ -1595,13 +1636,13 @@ void NetworkServer_Tick(bool send_frame)
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uint lag = NetworkCalculateLag(cs);
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if (lag > _settings_client.network.max_join_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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} else if (cs->status == STATUS_INACTIVE) {
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uint lag = NetworkCalculateLag(cs);
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if (lag > 4 * DAY_TICKS) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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cs->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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}
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@ -38,6 +38,8 @@ protected:
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public:
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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};
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
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