Commit Graph

33 Commits

Author SHA1 Message Date
Patric Stout
55eed246b8 Codechange: allow Connect() to bind to a local address 2021-07-16 19:50:29 +02:00
Patric Stout
e4d216e44b Feature: join servers based on their invite code
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
2021-07-11 20:38:42 +02:00
Patric Stout
1baec41542 Change: groundwork to allow ServerAddress to use invite codes
Normally TCPConnecter will do a DNS resolving of the connection_string
and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different:
the Game Coordinator does the "resolving".

This means we need to allow TCPConnecter to not setup a connection
and allow it to be told when a connection has been setup by an external
(to TCPConnecter) part of the code. We do this by telling the (active)
socket for the connection.

This means the rest of the code doesn't need to know the TCPConnecter
is not doing a simple resolve+connect. The rest of the code only
cares the connection is established; not how it was established.
2021-07-11 20:38:42 +02:00
Patric Stout
cee8174d02 Codechange: track servers with a ServerAddress instead of a NetworkAddress
This allows future extensions to have different ways of referencing
a server, instead of forcing to use IP:port.
2021-07-11 20:38:42 +02:00
Patric Stout
d38079d053
Fix f7e390bd: freeaddrinfo() is not guaranteed to handle a nullptr graceful (#9404) 2021-06-29 23:02:25 +02:00
Rubidium
f904aef176 Cleanup: use nullptr instead of 0 or NULL 2021-06-17 16:18:30 +02:00
rubidium42
667301e3ec Codechange: [Network] Make hostname/client IP return strings instead of a C-string 2021-06-15 06:13:00 +02:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
Patric Stout
d7ce61f106
Fix #9255: [Network] TCPConnecter crashes when hostname not found (#9259) 2021-05-13 08:13:48 +02:00
Patric Stout
b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout
8f4a612a7c
Change: reworded many of the network errors during connect/listen (#9230)
Also changed some levels to 0, as a failing listen() is something
we should tell the user about. Hiding this information is a bit
evil.
2021-05-10 13:40:28 +02:00
Patric Stout
1b75a29d12 Fix: destroying a TCPConnecter that was still resolving made illegal writes
Basically, we should join the resolve thread before we destruct
the object.
2021-05-08 17:26:10 +02:00
Patric Stout
f187708b3b
Fix f7e390bd: getpeername() doesn't work on closed sockets (#9213) 2021-05-08 11:57:41 +02:00
Patric Stout
f7e390bdc0
Feature: use Happy Eyeballs to make network connections (TCP-only) (#9199)
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.

Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.

Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.

If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
2021-05-06 23:13:35 +02:00
Patric Stout
f94fb93779
Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.

The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.

Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
2021-05-05 23:21:14 +02:00
Jonathan G Rennison
b0f192abc4 Fix: Racy use of flags in TCPConnecter::CheckCallbacks
conected and aborted flags are used concurrently from multiple threads.
2020-06-18 19:57:34 +02:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Michael Lutz
05bc2ed7cb Codechange: Replace custom thread code with C++11 thread objects.
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
2019-04-06 11:27:39 +02:00
Henry Wilson
c01a2e2a81 Codechange: Removed SmallVector completely 2019-03-26 20:15:57 +00:00
Henry Wilson
ab711e6942 Codechange: Replaced SmallVector::[Begin|End]() with std alternatives 2019-03-26 20:15:57 +00:00
Henry Wilson
a0f36a50e6 Codechange: Replaced SmallVector::Append() with std::vector::[push|emplace]_back() 2019-03-26 20:15:57 +00:00
Henry Wilson
ca2f33c6d0 Codechange: Replaced SmallVector::Erase() with std::vector::erase() 2019-03-26 20:15:57 +00:00
Patric Stout
e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00
frosch
31f046bd9b (svn r27670) -Add: [FS#6471] Assign descriptive names to (GNU pthread) threads. (JGR) 2016-10-30 17:29:33 +00:00
rubidium
0463dbdc9e (svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values 2014-04-23 20:13:33 +00:00
rubidium
eb299736c1 (svn r21886) -Codechange: move documentation towards the code to make it more likely to be updated [n]. 2011-01-22 09:53:15 +00:00
rubidium
d6cded5380 (svn r17693) -Cleanup: remove some unneeded includes 2009-10-04 17:16:41 +00:00
rubidium
07d2af338e (svn r17339) -Codechange: move thread related files to their own directory (like done for video, music, sound, etc) 2009-09-01 10:07:22 +00:00
rubidium
7fbc33dae1 (svn r17248) -Fix: add GPL license notice where appropriate 2009-08-21 20:21:05 +00:00
rubidium
c7b6469dab (svn r15920) -Codechange: make the (TCP) connecting less AF dependent. 2009-04-02 23:59:43 +00:00
rubidium
c5160c7c8e (svn r15917) -Codechange: remove the latest traces of NetworkAddress::GetIP. 2009-04-02 20:39:30 +00:00
rubidium
28a641066e (svn r15163) -Change/Fix: use a non-blocking method to resolve the hostname and connect to game servers. 2009-01-20 11:28:18 +00:00