Update to 12.0-beta1
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_stun.cpp STUN sending/receiving part of the network protocol. */
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#include "../stdafx.h"
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#include "../debug.h"
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#include "network.h"
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#include "network_coordinator.h"
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#include "network_stun.h"
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#include "../safeguards.h"
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/** Connect to the STUN server. */
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class NetworkStunConnecter : public TCPConnecter {
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private:
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ClientNetworkStunSocketHandler *stun_handler;
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std::string token;
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uint8 family;
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public:
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/**
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* Initiate the connecting.
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* @param stun_handler The handler for this request.
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* @param connection_string The address of the server.
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*/
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NetworkStunConnecter(ClientNetworkStunSocketHandler *stun_handler, const std::string &connection_string, const std::string &token, uint8 family) :
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TCPConnecter(connection_string, NETWORK_STUN_SERVER_PORT, NetworkAddress(), family),
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stun_handler(stun_handler),
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token(token),
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family(family)
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{
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}
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void OnFailure() override
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{
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this->stun_handler->connecter = nullptr;
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/* Connection to STUN server failed. For example, the client doesn't
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* support IPv6, which means it will fail that attempt. */
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_network_coordinator_client.StunResult(this->token, this->family, false);
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}
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void OnConnect(SOCKET s) override
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{
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this->stun_handler->connecter = nullptr;
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assert(this->stun_handler->sock == INVALID_SOCKET);
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this->stun_handler->sock = s;
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/* Store the local address; later connects will reuse it again.
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* This is what makes STUN work for most NATs. */
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this->stun_handler->local_addr = NetworkAddress::GetSockAddress(s);
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/* We leave the connection open till the real connection is setup later. */
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}
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};
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/**
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* Connect to the STUN server over either IPv4 or IPv6.
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* @param token The token as received from the Game Coordinator.
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* @param family What IP family to use.
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*/
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void ClientNetworkStunSocketHandler::Connect(const std::string &token, uint8 family)
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{
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this->token = token;
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this->family = family;
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this->connecter = new NetworkStunConnecter(this, NetworkStunConnectionString(), token, family);
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}
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/**
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* Send a STUN packet to the STUN server.
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* @param token The token as received from the Game Coordinator.
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* @param family What IP family this STUN request is for.
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* @return The handler for this STUN request.
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*/
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std::unique_ptr<ClientNetworkStunSocketHandler> ClientNetworkStunSocketHandler::Stun(const std::string &token, uint8 family)
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{
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auto stun_handler = std::make_unique<ClientNetworkStunSocketHandler>();
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stun_handler->Connect(token, family);
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Packet *p = new Packet(PACKET_STUN_SERCLI_STUN);
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p->Send_uint8(NETWORK_COORDINATOR_VERSION);
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p->Send_string(token);
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p->Send_uint8(family);
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stun_handler->SendPacket(p);
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return stun_handler;
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}
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NetworkRecvStatus ClientNetworkStunSocketHandler::CloseConnection(bool error)
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{
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NetworkStunSocketHandler::CloseConnection(error);
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/* If our connecter is still pending, shut it down too. Otherwise the
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* callback of the connecter can call into us, and our object is most
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* likely about to be destroyed. */
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if (this->connecter != nullptr) {
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this->connecter->Kill();
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this->connecter = nullptr;
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Check whether we received/can send some data from/to the STUN server and
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* when that's the case handle it appropriately.
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*/
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void ClientNetworkStunSocketHandler::SendReceive()
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{
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if (this->sock == INVALID_SOCKET) return;
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/* We never attempt to receive anything on a STUN socket. After
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* connecting a STUN connection, the local address will be reused to
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* to establish the connection with the real server. If we would be to
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* read this socket, some OSes get confused and deliver us packets meant
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* for the real connection. It appears most OSes play best when we simply
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* never attempt to read it to start with (and the packets will remain
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* available on the other socket).
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* Protocol-wise, the STUN server will never send any packet back anyway. */
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this->CanSendReceive();
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if (this->SendPackets() == SPS_ALL_SENT && !this->sent_result) {
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/* We delay giving the GC the result this long, as to make sure we
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* have sent the STUN packet first. This means the GC is more likely
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* to have the result ready by the time our StunResult() packet
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* arrives. */
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this->sent_result = true;
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_network_coordinator_client.StunResult(this->token, this->family, true);
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}
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}
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