2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file network_coordinator.cpp Game Coordinator sending/receiving part of the network protocol. */
10 #include "../stdafx.h"
14 #include "../settings_type.h"
15 #include "../strings_func.h"
16 #include "../window_func.h"
17 #include "../window_type.h"
19 #include "network_coordinator.h"
20 #include "network_gamelist.h"
21 #include "network_gui.h"
22 #include "network_internal.h"
23 #include "network_server.h"
24 #include "network_stun.h"
25 #include "table/strings.h"
27 #include "../safeguards.h"
29 static const auto NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES
= std::chrono::seconds(30); ///< How many time between updates the server sends to the Game Coordinator.
30 ClientNetworkCoordinatorSocketHandler _network_coordinator_client
; ///< The connection to the Game Coordinator.
31 ConnectionType _network_server_connection_type
= CONNECTION_TYPE_UNKNOWN
; ///< What type of connection the Game Coordinator detected we are on.
32 std::string _network_server_invite_code
= ""; ///< Our invite code as indicated by the Game Coordinator.
34 /** Connect to a game server by IP:port. */
35 class NetworkDirectConnecter
: public TCPConnecter
{
37 std::string token
; ///< Token of this connection.
38 uint8 tracking_number
; ///< Tracking number of this connection.
42 * Try to establish a direct (hostname:port based) connection.
43 * @param hostname The hostname of the server.
44 * @param port The port of the server.
45 * @param token The token as given by the Game Coordinator to track this connection attempt.
46 * @param tracking_number The tracking number as given by the Game Coordinator to track this connection attempt.
48 NetworkDirectConnecter(const std::string
&hostname
, uint16 port
, const std::string
&token
, uint8 tracking_number
) : TCPConnecter(hostname
, port
), token(token
), tracking_number(tracking_number
) {}
50 void OnFailure() override
52 _network_coordinator_client
.ConnectFailure(this->token
, this->tracking_number
);
55 void OnConnect(SOCKET s
) override
57 NetworkAddress address
= NetworkAddress::GetPeerAddress(s
);
58 _network_coordinator_client
.ConnectSuccess(this->token
, s
, address
);
62 /** Connecter used after STUN exchange to connect from both sides to each other. */
63 class NetworkReuseStunConnecter
: public TCPConnecter
{
65 std::string token
; ///< Token of this connection.
66 uint8 tracking_number
; ///< Tracking number of this connection.
67 uint8 family
; ///< Family of this connection.
71 * Try to establish a STUN-based connection.
72 * @param hostname The hostname of the peer.
73 * @param port The port of the peer.
74 * @param bind_address The local bind address used for this connection.
75 * @param token The connection token.
76 * @param tracking_number The tracking number of the connection.
77 * @param family The family this connection is using.
79 NetworkReuseStunConnecter(const std::string
&hostname
, uint16 port
, const NetworkAddress
&bind_address
, std::string token
, uint8 tracking_number
, uint8 family
) :
80 TCPConnecter(hostname
, port
, bind_address
),
82 tracking_number(tracking_number
),
87 void OnFailure() override
89 /* Close the STUN connection too, as it is no longer of use. */
90 _network_coordinator_client
.CloseStunHandler(this->token
, this->family
);
92 _network_coordinator_client
.ConnectFailure(this->token
, this->tracking_number
);
95 void OnConnect(SOCKET s
) override
97 NetworkAddress address
= NetworkAddress::GetPeerAddress(s
);
98 _network_coordinator_client
.ConnectSuccess(this->token
, s
, address
);
102 /** Connect to the Game Coordinator server. */
103 class NetworkCoordinatorConnecter
: TCPConnecter
{
106 * Initiate the connecting.
107 * @param connection_string The address of the Game Coordinator server.
109 NetworkCoordinatorConnecter(const std::string
&connection_string
) : TCPConnecter(connection_string
, NETWORK_COORDINATOR_SERVER_PORT
) {}
111 void OnFailure() override
113 _network_coordinator_client
.connecting
= false;
114 _network_coordinator_client
.CloseConnection(true);
117 void OnConnect(SOCKET s
) override
119 assert(_network_coordinator_client
.sock
== INVALID_SOCKET
);
121 _network_coordinator_client
.sock
= s
;
122 _network_coordinator_client
.last_activity
= std::chrono::steady_clock::now();
123 _network_coordinator_client
.connecting
= false;
127 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet
*p
)
129 NetworkCoordinatorErrorType error
= (NetworkCoordinatorErrorType
)p
->Recv_uint8();
130 std::string detail
= p
->Recv_string(NETWORK_ERROR_DETAIL_LENGTH
);
133 case NETWORK_COORDINATOR_ERROR_UNKNOWN
:
134 this->CloseConnection();
137 case NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED
:
138 SetDParamStr(0, detail
);
139 ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_REGISTRATION_FAILED
, STR_JUST_RAW_STRING
, WL_ERROR
);
141 /* To prevent that we constantly try to reconnect, switch to local game. */
142 _settings_client
.network
.server_game_type
= SERVER_GAME_TYPE_LOCAL
;
144 this->CloseConnection();
147 case NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE
: {
148 auto connecter_pre_it
= this->connecter_pre
.find(detail
);
149 if (connecter_pre_it
!= this->connecter_pre
.end()) {
150 connecter_pre_it
->second
->SetFailure();
151 this->connecter_pre
.erase(connecter_pre_it
);
154 /* Mark the server as offline. */
155 NetworkGameList
*item
= NetworkGameListAddItem(detail
);
156 item
->online
= false;
158 UpdateNetworkGameWindow();
163 Debug(net
, 0, "Invalid error type {} received from Game Coordinator", error
);
164 this->CloseConnection();
169 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet
*p
)
171 /* Schedule sending an update. */
172 this->next_update
= std::chrono::steady_clock::now();
174 _settings_client
.network
.server_invite_code
= p
->Recv_string(NETWORK_INVITE_CODE_LENGTH
);
175 _settings_client
.network
.server_invite_code_secret
= p
->Recv_string(NETWORK_INVITE_CODE_SECRET_LENGTH
);
176 _network_server_connection_type
= (ConnectionType
)p
->Recv_uint8();
178 if (_network_server_connection_type
== CONNECTION_TYPE_ISOLATED
) {
179 ShowErrorMessage(STR_NETWORK_ERROR_COORDINATOR_ISOLATED
, STR_NETWORK_ERROR_COORDINATOR_ISOLATED_DETAIL
, WL_ERROR
);
182 /* Users can change the invite code in the settings, but this has no effect
183 * on the invite code as assigned by the server. So
184 * _network_server_invite_code contains the current invite code,
185 * and _settings_client.network.server_invite_code contains the one we will
186 * attempt to re-use when registering again. */
187 _network_server_invite_code
= _settings_client
.network
.server_invite_code
;
189 SetWindowDirty(WC_CLIENT_LIST
, 0);
191 if (_network_dedicated
) {
192 std::string connection_type
;
193 switch (_network_server_connection_type
) {
194 case CONNECTION_TYPE_ISOLATED
: connection_type
= "Remote players can't connect"; break;
195 case CONNECTION_TYPE_DIRECT
: connection_type
= "Public"; break;
196 case CONNECTION_TYPE_STUN
: connection_type
= "Behind NAT"; break;
197 case CONNECTION_TYPE_TURN
: connection_type
= "Via relay"; break;
199 case CONNECTION_TYPE_UNKNOWN
: // Never returned from Game Coordinator.
200 default: connection_type
= "Unknown"; break; // Should never happen, but don't fail if it does.
203 std::string game_type
;
204 switch (_settings_client
.network
.server_game_type
) {
205 case SERVER_GAME_TYPE_INVITE_ONLY
: game_type
= "Invite only"; break;
206 case SERVER_GAME_TYPE_PUBLIC
: game_type
= "Public"; break;
208 case SERVER_GAME_TYPE_LOCAL
: // Impossible to register local servers.
209 default: game_type
= "Unknown"; break; // Should never happen, but don't fail if it does.
212 Debug(net
, 3, "----------------------------------------");
213 Debug(net
, 3, "Your server is now registered with the Game Coordinator:");
214 Debug(net
, 3, " Game type: {}", game_type
);
215 Debug(net
, 3, " Connection type: {}", connection_type
);
216 Debug(net
, 3, " Invite code: {}", _network_server_invite_code
);
217 Debug(net
, 3, "----------------------------------------");
219 Debug(net
, 3, "Game Coordinator registered our server with invite code '{}'", _network_server_invite_code
);
225 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet
*p
)
227 uint8 servers
= p
->Recv_uint16();
229 /* End of list; we can now remove all expired items from the list. */
231 NetworkGameListRemoveExpired();
235 for (; servers
> 0; servers
--) {
236 std::string connection_string
= p
->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH
);
238 /* Read the NetworkGameInfo from the packet. */
239 NetworkGameInfo ngi
= {};
240 DeserializeNetworkGameInfo(p
, &ngi
, &this->newgrf_lookup_table
);
242 /* Now we know the connection string, we can add it to our list. */
243 NetworkGameList
*item
= NetworkGameListAddItem(connection_string
);
245 /* Clear any existing GRFConfig chain. */
246 ClearGRFConfigList(&item
->info
.grfconfig
);
247 /* Copy the new NetworkGameInfo info. */
249 /* Check for compatability with the client. */
250 CheckGameCompatibility(item
->info
);
251 /* Mark server as online. */
253 /* Mark the item as up-to-date. */
254 item
->version
= _network_game_list_version
;
257 UpdateNetworkGameWindow();
261 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet
*p
)
263 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
264 std::string invite_code
= p
->Recv_string(NETWORK_INVITE_CODE_LENGTH
);
266 /* Find the connecter based on the invite code. */
267 auto connecter_pre_it
= this->connecter_pre
.find(invite_code
);
268 if (connecter_pre_it
== this->connecter_pre
.end()) {
269 this->CloseConnection();
273 /* Now store it based on the token. */
274 this->connecter
[token
] = connecter_pre_it
->second
;
275 this->connecter_pre
.erase(connecter_pre_it
);
280 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet
*p
)
282 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
283 this->CloseToken(token
);
288 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet
*p
)
290 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
291 uint8 tracking_number
= p
->Recv_uint8();
292 std::string hostname
= p
->Recv_string(NETWORK_HOSTNAME_LENGTH
);
293 uint16 port
= p
->Recv_uint16();
295 /* Ensure all other pending connection attempts are killed. */
296 if (this->game_connecter
!= nullptr) {
297 this->game_connecter
->Kill();
298 this->game_connecter
= nullptr;
301 this->game_connecter
= new NetworkDirectConnecter(hostname
, port
, token
, tracking_number
);
305 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet
*p
)
307 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
309 this->stun_handlers
[token
][AF_INET6
] = ClientNetworkStunSocketHandler::Stun(token
, AF_INET6
);
310 this->stun_handlers
[token
][AF_INET
] = ClientNetworkStunSocketHandler::Stun(token
, AF_INET
);
314 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet
*p
)
316 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
317 uint8 tracking_number
= p
->Recv_uint8();
318 uint8 family
= p
->Recv_uint8();
319 std::string host
= p
->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH
);
320 uint16 port
= p
->Recv_uint16();
322 /* Check if we know this token. */
323 auto stun_it
= this->stun_handlers
.find(token
);
324 if (stun_it
== this->stun_handlers
.end()) return true;
325 auto family_it
= stun_it
->second
.find(family
);
326 if (family_it
== stun_it
->second
.end()) return true;
328 /* Ensure all other pending connection attempts are killed. */
329 if (this->game_connecter
!= nullptr) {
330 this->game_connecter
->Kill();
331 this->game_connecter
= nullptr;
334 /* We now mark the connection as closed, but we do not really close the
335 * socket yet. We do this when the NetworkReuseStunConnecter is connected.
336 * This prevents any NAT to already remove the route while we create the
337 * second connection on top of the first. */
338 family_it
->second
->CloseConnection(false);
340 /* Connect to our peer from the same local address as we use for the
341 * STUN server. This means that if there is any NAT in the local network,
342 * the public ip:port is still pointing to the local address, and as such
343 * a connection can be established. */
344 this->game_connecter
= new NetworkReuseStunConnecter(host
, port
, family_it
->second
->local_addr
, token
, tracking_number
, family
);
348 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet
*p
)
350 this->newgrf_lookup_table_cursor
= p
->Recv_uint32();
352 uint16 newgrfs
= p
->Recv_uint16();
353 for (; newgrfs
> 0; newgrfs
--) {
354 uint32 index
= p
->Recv_uint32();
355 DeserializeGRFIdentifierWithName(p
, &this->newgrf_lookup_table
[index
]);
360 bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet
*p
)
362 std::string token
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
363 uint8 tracking_number
= p
->Recv_uint8();
364 std::string ticket
= p
->Recv_string(NETWORK_TOKEN_LENGTH
);
365 std::string connection_string
= p
->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH
);
367 /* Ensure all other pending connection attempts are killed. */
368 if (this->game_connecter
!= nullptr) {
369 this->game_connecter
->Kill();
370 this->game_connecter
= nullptr;
373 this->turn_handlers
[token
] = ClientNetworkTurnSocketHandler::Turn(token
, tracking_number
, ticket
, connection_string
);
375 if (!_network_server
) {
376 switch (_settings_client
.network
.use_relay_service
) {
378 this->ConnectFailure(token
, 0);
382 ShowNetworkAskRelay(connection_string
, token
);
386 this->StartTurnConnection(token
);
390 this->StartTurnConnection(token
);
396 void ClientNetworkCoordinatorSocketHandler::StartTurnConnection(std::string
&token
)
398 auto turn_it
= this->turn_handlers
.find(token
);
399 if (turn_it
== this->turn_handlers
.end()) return;
401 turn_it
->second
->Connect();
404 void ClientNetworkCoordinatorSocketHandler::Connect()
406 /* We are either already connected or are trying to connect. */
407 if (this->sock
!= INVALID_SOCKET
|| this->connecting
) return;
411 this->connecting
= true;
412 this->last_activity
= std::chrono::steady_clock::now();
414 new NetworkCoordinatorConnecter(NetworkCoordinatorConnectionString());
417 NetworkRecvStatus
ClientNetworkCoordinatorSocketHandler::CloseConnection(bool error
)
419 NetworkCoordinatorSocketHandler::CloseConnection(error
);
422 this->connecting
= false;
424 _network_server_connection_type
= CONNECTION_TYPE_UNKNOWN
;
425 this->next_update
= {};
427 this->CloseAllConnections();
429 SetWindowDirty(WC_CLIENT_LIST
, 0);
431 return NETWORK_RECV_STATUS_OKAY
;
435 * Register our server to receive our invite code.
437 void ClientNetworkCoordinatorSocketHandler::Register()
439 _network_server_connection_type
= CONNECTION_TYPE_UNKNOWN
;
440 this->next_update
= {};
442 SetWindowDirty(WC_CLIENT_LIST
, 0);
446 Packet
*p
= new Packet(PACKET_COORDINATOR_SERVER_REGISTER
);
447 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
448 p
->Send_uint8(_settings_client
.network
.server_game_type
);
449 p
->Send_uint16(_settings_client
.network
.server_port
);
450 if (_settings_client
.network
.server_invite_code
.empty() || _settings_client
.network
.server_invite_code_secret
.empty()) {
454 p
->Send_string(_settings_client
.network
.server_invite_code
);
455 p
->Send_string(_settings_client
.network
.server_invite_code_secret
);
462 * Send an update of our server status to the Game Coordinator.
464 void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
466 Debug(net
, 6, "Sending server update to Game Coordinator");
468 Packet
*p
= new Packet(PACKET_COORDINATOR_SERVER_UPDATE
, TCP_MTU
);
469 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
470 SerializeNetworkGameInfo(p
, GetCurrentNetworkServerGameInfo(), this->next_update
.time_since_epoch() != std::chrono::nanoseconds::zero());
474 this->next_update
= std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES
;
478 * Request a listing of all public servers.
480 void ClientNetworkCoordinatorSocketHandler::GetListing()
484 _network_game_list_version
++;
486 Packet
*p
= new Packet(PACKET_COORDINATOR_CLIENT_LISTING
);
487 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
488 p
->Send_uint8(NETWORK_GAME_INFO_VERSION
);
489 p
->Send_string(_openttd_revision
);
490 p
->Send_uint32(this->newgrf_lookup_table_cursor
);
496 * Join a server based on an invite code.
497 * @param invite_code The invite code of the server to connect to.
498 * @param connecter The connecter of the request.
500 void ClientNetworkCoordinatorSocketHandler::ConnectToServer(const std::string
&invite_code
, TCPServerConnecter
*connecter
)
502 assert(StrStartsWith(invite_code
, "+"));
504 if (this->connecter_pre
.find(invite_code
) != this->connecter_pre
.end()) {
505 /* If someone is hammering the refresh key, one can sent out two
506 * requests for the same invite code. There isn't really a great way
507 * of handling this, so just ignore this request. */
508 connecter
->SetFailure();
512 /* Initially we store based on invite code; on first reply we know the
513 * token, and will start using that key instead. */
514 this->connecter_pre
[invite_code
] = connecter
;
518 Packet
*p
= new Packet(PACKET_COORDINATOR_CLIENT_CONNECT
);
519 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
520 p
->Send_string(invite_code
);
526 * Callback from a Connecter to let the Game Coordinator know the connection failed.
527 * @param token Token of the connecter that failed.
528 * @param tracking_number Tracking number of the connecter that failed.
530 void ClientNetworkCoordinatorSocketHandler::ConnectFailure(const std::string
&token
, uint8 tracking_number
)
532 /* Connecter will destroy itself. */
533 this->game_connecter
= nullptr;
535 Packet
*p
= new Packet(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED
);
536 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
537 p
->Send_string(token
);
538 p
->Send_uint8(tracking_number
);
542 /* We do not close the associated connecter here yet, as the
543 * Game Coordinator might have other methods of connecting available. */
547 * Callback from a Connecter to let the Game Coordinator know the connection
548 * to the game server is established.
549 * @param token Token of the connecter that succeeded.
550 * @param sock The socket that the connecter can now use.
552 void ClientNetworkCoordinatorSocketHandler::ConnectSuccess(const std::string
&token
, SOCKET sock
, NetworkAddress
&address
)
554 /* Connecter will destroy itself. */
555 this->game_connecter
= nullptr;
557 if (_network_server
) {
558 if (!ServerNetworkGameSocketHandler::ValidateClient(sock
, address
)) return;
559 Debug(net
, 3, "[{}] Client connected from {} on frame {}", ServerNetworkGameSocketHandler::GetName(), address
.GetHostname(), _frame_counter
);
560 ServerNetworkGameSocketHandler::AcceptConnection(sock
, address
);
562 /* The client informs the Game Coordinator about the success. The server
563 * doesn't have to, as it is implied by the client telling. */
564 Packet
*p
= new Packet(PACKET_COORDINATOR_CLIENT_CONNECTED
);
565 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
566 p
->Send_string(token
);
569 /* Find the connecter; it can happen it no longer exist, in cases where
570 * we aborted the connect but the Game Coordinator was already in the
571 * processes of connecting us. */
572 auto connecter_it
= this->connecter
.find(token
);
573 if (connecter_it
!= this->connecter
.end()) {
574 connecter_it
->second
->SetConnected(sock
);
575 this->connecter
.erase(connecter_it
);
579 /* Close all remaining connections. */
580 this->CloseToken(token
);
584 * Callback from the STUN connecter to inform the Game Coordinator about the
585 * result of the STUN.
587 * This helps the Game Coordinator not to wait for a timeout on its end, but
588 * rather react as soon as the client/server knows the result.
590 void ClientNetworkCoordinatorSocketHandler::StunResult(const std::string
&token
, uint8 family
, bool result
)
592 Packet
*p
= new Packet(PACKET_COORDINATOR_SERCLI_STUN_RESULT
);
593 p
->Send_uint8(NETWORK_COORDINATOR_VERSION
);
594 p
->Send_string(token
);
595 p
->Send_uint8(family
);
596 p
->Send_bool(result
);
601 * Close the STUN handler.
602 * @param token The token used for the STUN handlers.
603 * @param family The family of STUN handlers to close. AF_UNSPEC to close all STUN handlers for this token.
605 void ClientNetworkCoordinatorSocketHandler::CloseStunHandler(const std::string
&token
, uint8 family
)
607 auto stun_it
= this->stun_handlers
.find(token
);
608 if (stun_it
== this->stun_handlers
.end()) return;
610 if (family
== AF_UNSPEC
) {
611 for (auto &[family
, stun_handler
] : stun_it
->second
) {
612 stun_handler
->CloseConnection();
613 stun_handler
->CloseSocket();
616 this->stun_handlers
.erase(stun_it
);
618 auto family_it
= stun_it
->second
.find(family
);
619 if (family_it
== stun_it
->second
.end()) return;
621 family_it
->second
->CloseConnection();
622 family_it
->second
->CloseSocket();
624 stun_it
->second
.erase(family_it
);
629 * Close the TURN handler.
630 * @param token The token used for the TURN handler.
632 void ClientNetworkCoordinatorSocketHandler::CloseTurnHandler(const std::string
&token
)
634 CloseWindowByClass(WC_NETWORK_ASK_RELAY
);
636 auto turn_it
= this->turn_handlers
.find(token
);
637 if (turn_it
== this->turn_handlers
.end()) return;
639 turn_it
->second
->CloseConnection();
640 turn_it
->second
->CloseSocket();
642 /* We don't remove turn_handler here, as we can be called from within that
643 * turn_handler instance, so our object cannot be free'd yet. Instead, we
644 * check later if the connection is closed, and free the object then. */
648 * Close everything related to this connection token.
649 * @param token The connection token to close.
651 void ClientNetworkCoordinatorSocketHandler::CloseToken(const std::string
&token
)
653 /* Close all remaining STUN / TURN connections. */
654 this->CloseStunHandler(token
);
655 this->CloseTurnHandler(token
);
657 /* Close the caller of the connection attempt. */
658 auto connecter_it
= this->connecter
.find(token
);
659 if (connecter_it
!= this->connecter
.end()) {
660 connecter_it
->second
->SetFailure();
661 this->connecter
.erase(connecter_it
);
666 * Close all pending connection tokens.
668 void ClientNetworkCoordinatorSocketHandler::CloseAllConnections()
670 /* Ensure all other pending connection attempts are also killed. */
671 if (this->game_connecter
!= nullptr) {
672 this->game_connecter
->Kill();
673 this->game_connecter
= nullptr;
676 /* Mark any pending connecters as failed. */
677 for (auto &[token
, it
] : this->connecter
) {
678 this->CloseStunHandler(token
);
679 this->CloseTurnHandler(token
);
682 /* Inform the Game Coordinator he can stop trying to connect us to the server. */
683 this->ConnectFailure(token
, 0);
685 this->stun_handlers
.clear();
686 this->turn_handlers
.clear();
687 this->connecter
.clear();
689 /* Also close any pending invite-code requests. */
690 for (auto &[invite_code
, it
] : this->connecter_pre
) {
693 this->connecter_pre
.clear();
697 * Check whether we received/can send some data from/to the Game Coordinator server and
698 * when that's the case handle it appropriately.
700 void ClientNetworkCoordinatorSocketHandler::SendReceive()
702 /* Private games are not listed via the Game Coordinator. */
703 if (_network_server
&& _settings_client
.network
.server_game_type
== SERVER_GAME_TYPE_LOCAL
) {
704 if (this->sock
!= INVALID_SOCKET
) {
705 this->CloseConnection();
710 static int last_attempt_backoff
= 1;
711 static bool first_reconnect
= true;
713 if (this->sock
== INVALID_SOCKET
) {
714 static std::chrono::steady_clock::time_point last_attempt
= {};
716 /* Don't auto-reconnect when we are not a server. */
717 if (!_network_server
) return;
718 /* Don't reconnect if we are connecting. */
719 if (this->connecting
) return;
720 /* Throttle how often we try to reconnect. */
721 if (std::chrono::steady_clock::now() < last_attempt
+ std::chrono::seconds(1) * last_attempt_backoff
) return;
723 last_attempt
= std::chrono::steady_clock::now();
724 /* Delay reconnecting with up to 32 seconds. */
725 if (last_attempt_backoff
< 32) {
726 last_attempt_backoff
*= 2;
729 /* Do not reconnect on the first attempt, but only initialize the
730 * last_attempt variables. Otherwise after an outage all servers
731 * reconnect at the same time, potentially overwhelming the
732 * Game Coordinator. */
733 if (first_reconnect
) {
734 first_reconnect
= false;
738 Debug(net
, 1, "Connection with Game Coordinator lost; reconnecting...");
743 last_attempt_backoff
= 1;
744 first_reconnect
= true;
746 if (_network_server
&& _network_server_connection_type
!= CONNECTION_TYPE_UNKNOWN
&& std::chrono::steady_clock::now() > this->next_update
) {
747 this->SendServerUpdate();
750 if (!_network_server
&& std::chrono::steady_clock::now() > this->last_activity
+ IDLE_TIMEOUT
) {
751 this->CloseConnection();
755 if (this->CanSendReceive()) {
756 if (this->ReceivePackets()) {
757 this->last_activity
= std::chrono::steady_clock::now();
763 for (const auto &[token
, families
] : this->stun_handlers
) {
764 for (const auto &[family
, stun_handler
] : families
) {
765 stun_handler
->SendReceive();
769 /* Check for handlers that are not connecting nor connected. Destroy those objects. */
770 for (auto turn_it
= this->turn_handlers
.begin(); turn_it
!= this->turn_handlers
.end(); /* nothing */) {
771 if (turn_it
->second
->connect_started
&& turn_it
->second
->connecter
== nullptr && !turn_it
->second
->IsConnected()) {
772 turn_it
= this->turn_handlers
.erase(turn_it
);
778 for (const auto &[token
, turn_handler
] : this->turn_handlers
) {
779 turn_handler
->SendReceive();