Merge tag '1.11.1' into 1.11

This commit is contained in:
Sergii Pylypenko
2021-04-25 22:58:47 +03:00
150 changed files with 1525 additions and 616 deletions
+11
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@@ -239,7 +239,18 @@ SOCKET NetworkAddress::Resolve(int family, int socktype, int flags, SocketList *
strecpy(this->hostname, fam == AF_INET ? "0.0.0.0" : "::", lastof(this->hostname));
}
static bool _resolve_timeout_error_message_shown = false;
auto start = std::chrono::steady_clock::now();
int e = getaddrinfo(StrEmpty(this->hostname) ? nullptr : this->hostname, port_name, &hints, &ai);
auto end = std::chrono::steady_clock::now();
std::chrono::seconds duration = std::chrono::duration_cast<std::chrono::seconds>(end - start);
if (!_resolve_timeout_error_message_shown && duration >= std::chrono::seconds(5)) {
DEBUG(net, 0, "getaddrinfo for hostname \"%s\", port %s, address family %s and socket type %s took %i seconds",
this->hostname, port_name, AddressFamilyAsString(family), SocketTypeAsString(socktype), (int)duration.count());
DEBUG(net, 0, " this is likely an issue in the DNS name resolver's configuration causing it to time out");
_resolve_timeout_error_message_shown = true;
}
if (reset_hostname) strecpy(this->hostname, "", lastof(this->hostname));
+1 -9
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@@ -74,19 +74,12 @@ uint32 _sync_seed_2; ///< Second part of the seed.
#endif
uint32 _sync_frame; ///< The frame to perform the sync check.
bool _network_first_time; ///< Whether we have finished joining or not.
bool _network_udp_server; ///< Is the UDP server started?
uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/** The amount of clients connected */
byte _network_clients_connected = 0;
@@ -724,7 +717,7 @@ bool NetworkServerStart()
/* Try to start UDP-server */
DEBUG(net, 1, "starting listeners for incoming server queries");
_network_udp_server = _udp_server_socket->Listen();
NetworkUDPServerListen();
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
@@ -1060,7 +1053,6 @@ void NetworkStartUp()
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Generate an server id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();
+4 -2
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@@ -500,7 +500,9 @@ public:
{
switch (widget) {
case WID_NG_MATRIX:
resize->height = SETTING_BUTTON_HEIGHT;
resize->height = WD_MATRIX_TOP + std::max(GetSpriteSize(SPR_BLOT).height, (uint)FONT_HEIGHT_NORMAL) + WD_MATRIX_BOTTOM;
resize->height = GetMinSizing(NWST_STEP, resize->height);
fill->height = resize->height;
size->height = 5 * resize->height;
break;
@@ -955,7 +957,7 @@ static const NWidgetPart _nested_network_game_widgets[] = {
EndContainer(),
NWidget(WWT_PANEL, COLOUR_LIGHT_BLUE, WID_NG_DETAILS),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(5, 5, 5),
NWidget(WWT_EMPTY, INVALID_COLOUR, WID_NG_DETAILS_SPACER), SetMinimalSize(140, 155), SetResize(0, 1), SetFill(1, 1), // Make sure it's at least this wide
NWidget(WWT_EMPTY, INVALID_COLOUR, WID_NG_DETAILS_SPACER), SetMinimalSize(140, 0), SetMinimalTextLines(15, 24 + WD_PAR_VSEP_NORMAL), SetResize(0, 1), SetFill(1, 1), // Make sure it's at least this wide
NWidget(NWID_HORIZONTAL, NC_NONE), SetPIP(5, 5, 5),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_NG_NEWGRF_MISSING_SEL),
NWidget(WWT_PUSHTXTBTN, COLOUR_WHITE, WID_NG_NEWGRF_MISSING), SetFill(1, 0), SetDataTip(STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON, STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP),
-5
View File
@@ -126,11 +126,6 @@ extern uint32 _network_join_bytes_total;
extern uint8 _network_reconnect;
extern bool _network_udp_server;
extern uint16 _network_udp_broadcast;
extern uint8 _network_advertise_retries;
extern CompanyMask _network_company_passworded;
void NetworkTCPQueryServer(NetworkAddress address);
+8 -6
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@@ -456,7 +456,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
}
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) {
@@ -549,7 +549,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
/* Transmit info about all the active clients */
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
if (new_cs != this && new_cs->status >= STATUS_AUTHORIZED) {
this->SendClientInfo(new_cs->GetInfo());
}
}
@@ -1068,7 +1068,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
this->last_frame_server = _frame_counter;
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendClientInfo(this->GetInfo());
new_cs->SendJoin(this->client_id);
}
@@ -1178,7 +1178,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED) {
if (new_cs->status >= STATUS_AUTHORIZED) {
new_cs->SendErrorQuit(this->client_id, errorno);
}
}
@@ -1204,7 +1204,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
if (new_cs->status >= STATUS_AUTHORIZED && new_cs != this) {
new_cs->SendQuit(this->client_id);
}
}
@@ -1607,7 +1607,9 @@ void NetworkUpdateClientInfo(ClientID client_id)
DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
cs->SendClientInfo(ci);
if (cs->status >= ServerNetworkGameSocketHandler::STATUS_AUTHORIZED) {
cs->SendClientInfo(ci);
}
}
NetworkAdminClientUpdate(ci);
+68 -35
View File
@@ -33,9 +33,6 @@
#include "../safeguards.h"
/** Mutex for all out threaded udp resolution and such. */
static std::mutex _network_udp_mutex;
/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;
@@ -43,9 +40,45 @@ static const std::chrono::minutes ADVERTISE_NORMAL_INTERVAL(15); ///< interval b
static const std::chrono::seconds ADVERTISE_RETRY_INTERVAL(10); ///< re-advertise when no response after this amount of time.
static const uint32 ADVERTISE_RETRY_TIMES = 3; ///< give up re-advertising after this much failed retries
NetworkUDPSocketHandler *_udp_client_socket = nullptr; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = nullptr; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket = nullptr; ///< udp master socket
static bool _network_udp_server; ///< Is the UDP server started?
static uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
static uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
/** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
struct UDPSocket {
const std::string name; ///< The name of the socket.
std::mutex mutex; ///< Mutex for everything that (indirectly) touches the sockets within the handler.
NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet.
std::atomic<int> receive_iterations_locked; ///< The number of receive iterations the mutex was locked.
UDPSocket(const std::string &name_) : name(name_), socket(nullptr) {}
void Close()
{
std::lock_guard<std::mutex> lock(mutex);
socket->Close();
delete socket;
socket = nullptr;
}
void ReceivePackets()
{
std::unique_lock<std::mutex> lock(mutex, std::defer_lock);
if (!lock.try_lock()) {
if (++receive_iterations_locked % 32 == 0) {
DEBUG(net, 0, "[udp] %s background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name.c_str());
}
return;
}
receive_iterations_locked.store(0);
socket->ReceivePackets();
}
};
static UDPSocket _udp_client("Client"); ///< udp client socket
static UDPSocket _udp_server("Server"); ///< udp server socket
static UDPSocket _udp_master("Master"); ///< udp master socket
/**
* Helper function doing the actual work for querying the server.
@@ -63,11 +96,11 @@ static void DoNetworkUDPQueryServer(NetworkAddress &address, bool needs_mutex, b
item->manually = manually;
NetworkGameListAddItemDelayed(item);
std::unique_lock<std::mutex> lock(_network_udp_mutex, std::defer_lock);
std::unique_lock<std::mutex> lock(_udp_client.mutex, std::defer_lock);
if (needs_mutex) lock.lock();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != nullptr) _udp_client_socket->SendPacket(&p, &address);
if (_udp_client.socket != nullptr) _udp_client.socket->SendPacket(&p, &address);
}
/**
@@ -475,7 +508,8 @@ void NetworkUDPQueryMasterServer()
p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
p.Send_uint8(SLT_AUTODETECT);
_udp_client_socket->SendPacket(&p, &out_addr, true);
std::lock_guard<std::mutex> lock(_udp_client.mutex);
_udp_client.socket->SendPacket(&p, &out_addr, true);
DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString().c_str());
}
@@ -488,7 +522,7 @@ void NetworkUDPSearchGame()
DEBUG(net, 0, "[udp] searching server");
NetworkUDPBroadCast(_udp_client_socket);
NetworkUDPBroadCast(_udp_client.socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
@@ -508,8 +542,8 @@ static void NetworkUDPRemoveAdvertiseThread()
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_udp_master_socket != nullptr) _udp_master_socket->SendPacket(&p, &out_addr, true);
std::lock_guard<std::mutex> lock(_udp_master.mutex);
if (_udp_master.socket != nullptr) _udp_master.socket->SendPacket(&p, &out_addr, true);
}
/**
@@ -560,8 +594,8 @@ static void NetworkUDPAdvertiseThread()
p.Send_uint16(_settings_client.network.server_port);
p.Send_uint64(_session_key);
std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_udp_master_socket != nullptr) _udp_master_socket->SendPacket(&p, &out_addr, true);
std::lock_guard<std::mutex> lock(_udp_master.mutex);
if (_udp_master.socket != nullptr) _udp_master.socket->SendPacket(&p, &out_addr, true);
}
/**
@@ -603,40 +637,41 @@ void NetworkUDPAdvertise()
void NetworkUDPInitialize()
{
/* If not closed, then do it. */
if (_udp_server_socket != nullptr) NetworkUDPClose();
if (_udp_server.socket != nullptr) NetworkUDPClose();
DEBUG(net, 1, "[udp] initializing listeners");
assert(_udp_client_socket == nullptr && _udp_server_socket == nullptr && _udp_master_socket == nullptr);
assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr && _udp_master.socket == nullptr);
std::lock_guard<std::mutex> lock(_network_udp_mutex);
std::scoped_lock lock(_udp_client.mutex, _udp_server.mutex, _udp_master.mutex);
_udp_client_socket = new ClientNetworkUDPSocketHandler();
_udp_client.socket = new ClientNetworkUDPSocketHandler();
NetworkAddressList server;
GetBindAddresses(&server, _settings_client.network.server_port);
_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
_udp_server.socket = new ServerNetworkUDPSocketHandler(&server);
server.clear();
GetBindAddresses(&server, 0);
_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
_udp_master.socket = new MasterNetworkUDPSocketHandler(&server);
_network_udp_server = false;
_network_udp_broadcast = 0;
_network_advertise_retries = 0;
}
/** Start the listening of the UDP server component. */
void NetworkUDPServerListen()
{
std::lock_guard<std::mutex> lock(_udp_server.mutex);
_network_udp_server = _udp_server.socket->Listen();
}
/** Close all UDP related stuff. */
void NetworkUDPClose()
{
std::lock_guard<std::mutex> lock(_network_udp_mutex);
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
delete _udp_client_socket;
delete _udp_server_socket;
delete _udp_master_socket;
_udp_client_socket = nullptr;
_udp_server_socket = nullptr;
_udp_master_socket = nullptr;
_udp_client.Close();
_udp_server.Close();
_udp_master.Close();
_network_udp_server = false;
_network_udp_broadcast = 0;
@@ -646,13 +681,11 @@ void NetworkUDPClose()
/** Receive the UDP packets. */
void NetworkBackgroundUDPLoop()
{
std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
_udp_master_socket->ReceivePackets();
_udp_server.ReceivePackets();
_udp_master.ReceivePackets();
} else {
_udp_client_socket->ReceivePackets();
_udp_client.ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
}
+1
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@@ -19,6 +19,7 @@ void NetworkUDPQueryServer(NetworkAddress address, bool manually = false);
void NetworkUDPAdvertise();
void NetworkUDPRemoveAdvertise(bool blocking);
void NetworkUDPClose();
void NetworkUDPServerListen();
void NetworkBackgroundUDPLoop();
#endif /* NETWORK_UDP_H */