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/>.
9 * @file network_udp.cpp This file handles the UDP related communication.
11 * This is the GameServer <-> GameClient
12 * communication before the game is being joined.
15 #include "../stdafx.h"
16 #include "../timer/timer_game_calendar.h"
17 #include "../map_func.h"
19 #include "core/network_game_info.h"
20 #include "network_gamelist.h"
21 #include "network_internal.h"
22 #include "network_udp.h"
24 #include "../core/endian_func.hpp"
25 #include "../company_base.h"
27 #include "../newgrf_text.h"
28 #include "../strings_func.h"
29 #include "table/strings.h"
33 #include "../safeguards.h"
35 static bool _network_udp_server
; ///< Is the UDP server started?
36 static uint16_t _network_udp_broadcast
; ///< Timeout for the UDP broadcasts.
38 /** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
40 const std::string name
; ///< The name of the socket.
41 NetworkUDPSocketHandler
*socket
; ///< The actual socket, which may be nullptr when not initialized yet.
43 UDPSocket(const std::string
&name
) : name(name
), socket(nullptr) {}
47 this->socket
->CloseSocket();
49 this->socket
= nullptr;
54 this->socket
->ReceivePackets();
58 static UDPSocket
_udp_client("Client"); ///< udp client socket
59 static UDPSocket
_udp_server("Server"); ///< udp server socket
61 ///*** Communication with clients (we are server) ***/
63 /** Helper class for handling all server side communication. */
64 class ServerNetworkUDPSocketHandler
: public NetworkUDPSocketHandler
{
66 void Receive_CLIENT_FIND_SERVER(Packet
&p
, NetworkAddress
&client_addr
) override
;
70 * @param addresses The addresses to bind on.
72 ServerNetworkUDPSocketHandler(NetworkAddressList
*addresses
) : NetworkUDPSocketHandler(addresses
) {}
73 virtual ~ServerNetworkUDPSocketHandler() = default;
76 void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet
&, NetworkAddress
&client_addr
)
78 Packet
packet(PACKET_UDP_SERVER_RESPONSE
);
79 this->SendPacket(packet
, client_addr
);
81 Debug(net
, 7, "Queried from {}", client_addr
.GetHostname());
84 ///*** Communication with servers (we are client) ***/
86 /** Helper class for handling all client side communication. */
87 class ClientNetworkUDPSocketHandler
: public NetworkUDPSocketHandler
{
89 void Receive_SERVER_RESPONSE(Packet
&p
, NetworkAddress
&client_addr
) override
;
91 virtual ~ClientNetworkUDPSocketHandler() = default;
94 void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet
&, NetworkAddress
&client_addr
)
96 Debug(net
, 3, "Server response from {}", client_addr
.GetAddressAsString());
98 NetworkAddServer(client_addr
.GetAddressAsString(false), false, true);
101 /** Broadcast to all ips */
102 static void NetworkUDPBroadCast(NetworkUDPSocketHandler
*socket
)
104 for (NetworkAddress
&addr
: _broadcast_list
) {
105 Debug(net
, 5, "Broadcasting to {}", addr
.GetHostname());
107 Packet
p(PACKET_UDP_CLIENT_FIND_SERVER
);
108 socket
->SendPacket(p
, addr
, true, true);
112 /** Find all servers */
113 void NetworkUDPSearchGame()
115 /* We are still searching.. */
116 if (_network_udp_broadcast
> 0) return;
118 Debug(net
, 3, "Searching server");
120 NetworkUDPBroadCast(_udp_client
.socket
);
121 _network_udp_broadcast
= 300; // Stay searching for 300 ticks
124 /** Initialize the whole UDP bit. */
125 void NetworkUDPInitialize()
127 /* If not closed, then do it. */
128 if (_udp_server
.socket
!= nullptr) NetworkUDPClose();
130 Debug(net
, 3, "Initializing UDP listeners");
131 assert(_udp_client
.socket
== nullptr && _udp_server
.socket
== nullptr);
133 _udp_client
.socket
= new ClientNetworkUDPSocketHandler();
135 NetworkAddressList server
;
136 GetBindAddresses(&server
, _settings_client
.network
.server_port
);
137 _udp_server
.socket
= new ServerNetworkUDPSocketHandler(&server
);
139 _network_udp_server
= false;
140 _network_udp_broadcast
= 0;
143 /** Start the listening of the UDP server component. */
144 void NetworkUDPServerListen()
146 _network_udp_server
= _udp_server
.socket
->Listen();
149 /** Close all UDP related stuff. */
150 void NetworkUDPClose()
152 _udp_client
.CloseSocket();
153 _udp_server
.CloseSocket();
155 _network_udp_server
= false;
156 _network_udp_broadcast
= 0;
157 Debug(net
, 5, "Closed UDP listeners");
160 /** Receive the UDP packets. */
161 void NetworkBackgroundUDPLoop()
163 if (_network_udp_server
) {
164 _udp_server
.ReceivePackets();
166 _udp_client
.ReceivePackets();
167 if (_network_udp_broadcast
> 0) _network_udp_broadcast
--;