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Fix OpenTTD#9501: allow multiple queries to be pending at the same time
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TrueBrain committed Aug 21, 2021
1 parent b83820e commit d1e2a88
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Showing 6 changed files with 211 additions and 50 deletions.
2 changes: 2 additions & 0 deletions src/network/CMakeLists.txt
Expand Up @@ -22,6 +22,8 @@ add_files(
network_gui.cpp
network_gui.h
network_internal.h
network_query.cpp
network_query.h
network_server.cpp
network_server.h
network_stun.cpp
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8 changes: 3 additions & 5 deletions src/network/network.cpp
Expand Up @@ -14,6 +14,7 @@
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_query.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
Expand Down Expand Up @@ -638,9 +639,7 @@ class TCPQueryConnecter : TCPServerConnecter {

void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
MyClient::SendInformationQuery();
QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
}
};

Expand All @@ -652,8 +651,6 @@ void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;

NetworkInitialize();

new TCPQueryConnecter(connection_string);
}

Expand Down Expand Up @@ -1020,6 +1017,7 @@ void NetworkBackgroundLoop()
_network_coordinator_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
QueryNetworkGameSocketHandler::SendReceive();

NetworkBackgroundUDPLoop();
}
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41 changes: 0 additions & 41 deletions src/network/network_client.cpp
Expand Up @@ -23,7 +23,6 @@
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "core/game_info.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
Expand Down Expand Up @@ -328,17 +327,6 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
* DEF_CLIENT_SEND_COMMAND has no parameters
************/

/**
* Query the server for server information.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
{
my_client->status = STATUS_GAME_INFO;
my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));

return NETWORK_RECV_STATUS_OKAY;
}

/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
Expand Down Expand Up @@ -557,26 +545,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
return NETWORK_RECV_STATUS_SERVER_BANNED;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
if (this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

NetworkGameList *item = NetworkGameListAddItem(this->connection_string);

/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;

UpdateNetworkGameWindow();

return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
Expand Down Expand Up @@ -665,15 +633,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p

NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();

/* If we query a server that is 1.11.1 or older, we get an
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
* error popup in that case.
*/
if (error == NETWORK_ERROR_NOT_EXPECTED && this->status == STATUS_GAME_INFO) {
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
Expand Down
4 changes: 0 additions & 4 deletions src/network/network_client.h
Expand Up @@ -22,7 +22,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
/** Status of the connection with the server. */
enum ServerStatus {
STATUS_INACTIVE, ///< The client is not connected nor active.
STATUS_GAME_INFO, ///< We are trying to get the game information.
STATUS_JOIN, ///< We are trying to join a server.
STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
Expand All @@ -44,7 +43,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
Expand Down Expand Up @@ -80,8 +78,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void ClientError(NetworkRecvStatus res);

static NetworkRecvStatus SendInformationQuery();

static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
static NetworkRecvStatus SendError(NetworkErrorCode errorno);
Expand Down
147 changes: 147 additions & 0 deletions src/network/network_query.cpp
@@ -0,0 +1,147 @@
/*
* 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_query.cpp Query part of the network protocol. */

#include "../stdafx.h"
#include "core/game_info.h"
#include "network_query.h"
#include "network_gamelist.h"
#include "../error.h"

#include "table/strings.h"

#include "../safeguards.h"

std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {};

NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
assert(this->sock != INVALID_SOCKET);

return status;
}

/**
* Check the connection's state, i.e. is the connection still up?
*/
bool QueryNetworkGameSocketHandler::CheckConnection()
{
std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;

/* If there was no response in 5 seconds, terminate the query. */
if (lag > std::chrono::seconds(5)) {
this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
return false;
}

return true;
}

/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
bool QueryNetworkGameSocketHandler::Receive()
{
if (this->CanSendReceive()) {
NetworkRecvStatus res = this->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
this->CloseConnection(res);
return false;
}
}
return true;
}

/** Send the packets of this socket handler. */
void QueryNetworkGameSocketHandler::Send()
{
this->SendPackets();
}

/**
* Query the server for server information.
*/
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_FULL;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);

/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;

UpdateNetworkGameWindow();

return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();

/* If we query a server that is 1.11.1 or older, we get an
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
* error popup in that case.
*/
if (error == NETWORK_ERROR_NOT_EXPECTED) {
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}

ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_ERROR;
}

/**
* Check if any query needs to send or receive.
*/
/* static */ void QueryNetworkGameSocketHandler::SendReceive()
{
for (auto it = QueryNetworkGameSocketHandler::queries.begin(); it != QueryNetworkGameSocketHandler::queries.end(); /* nothing */) {
if (!(*it)->Receive()) {
QueryNetworkGameSocketHandler::queries.erase(it);
continue;
}
if (!(*it)->CheckConnection()) {
QueryNetworkGameSocketHandler::queries.erase(it);
continue;
}
it++;
}

for (auto &query : QueryNetworkGameSocketHandler::queries) {
query->Send();
}
}
59 changes: 59 additions & 0 deletions src/network/network_query.h
@@ -0,0 +1,59 @@
/*
* 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_query.h Query part of the network protocol. */

#ifndef NETWORK_QUERY_H
#define NETWORK_QUERY_H

#include "network_internal.h"

/** Class for handling the client side of quering a game server. */
class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
std::string connection_string; ///< Address we are connected to.

protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;

NetworkRecvStatus SendGameInfo();

bool CheckConnection();
void Send();
bool Receive();

public:
/**
* Create a new socket for the client side of quering game server.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
QueryNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string) {}

/**
* Start to query a server based on an open socket.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
static void QueryServer(SOCKET s, const std::string &connection_string)
{
auto query = std::make_unique<QueryNetworkGameSocketHandler>(s, connection_string);
query->SendGameInfo();

QueryNetworkGameSocketHandler::queries.push_back(std::move(query));
}

static void SendReceive();

NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
};

#endif /* NETWORK_QUERY_H */

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