Change: [Network] Encapsulate logic about the connection string to the network code (#23)

pull/332/head
rubidium42 3 years ago committed by Patric Stout
parent be37a2cab8
commit a61696d6c5

@ -901,8 +901,7 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
/* Don't resolve the address first, just print it directly as it comes from the config file. */
IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
NetworkClientConnectGame(address, playas);
NetworkClientConnectGame(_settings_client.network.last_joined, playas);
return true;
}
@ -918,23 +917,7 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
if (argc < 2) return false;
if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
CompanyID join_as = COMPANY_NEW_COMPANY;
NetworkAddress address = ParseGameConnectionString(&join_as, argv[1], NETWORK_DEFAULT_PORT);
IConsolePrintF(CC_DEFAULT, "Connecting to %s...", address.GetAddressAsString().c_str());
if (join_as != COMPANY_NEW_COMPANY) {
IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
/* From a user pov 0 is a new company, internally it's different and all
* companies are offset by one to ease up on users (eg companies 1-8 not 0-7) */
if (join_as != COMPANY_SPECTATOR) {
if (join_as > MAX_COMPANIES) return false;
join_as--;
}
}
NetworkClientConnectGame(address, join_as);
NetworkClientConnectGame(argv[1], COMPANY_NEW_COMPANY);
return true;
}

@ -12,7 +12,7 @@
#include "../../stdafx.h"
#include "../../debug.h"
#include "../../rev.h"
#include "../network_func.h"
#include "../network_internal.h"
#include "game_info.h"
#include "tcp_http.h"

@ -490,10 +490,10 @@ void ParseFullConnectionString(const char **company, const char **port, char *co
* @param default_port The default port to set port to if not in connection_string.
* @return A valid NetworkAddress of the parsed information.
*/
NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port)
{
char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
const char *port = nullptr;
ParseFullConnectionString(nullptr, &port, internal_connection_string);
@ -512,10 +512,10 @@ NetworkAddress ParseConnectionString(const char *connection_string, int default_
* @param default_port The default port to set port to if not in connection_string.
* @return A valid NetworkAddress of the parsed information.
*/
NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port)
{
char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
strecpy(internal_connection_string, connection_string.c_str(), lastof(internal_connection_string));
const char *port_s = nullptr;
const char *company_s = nullptr;
@ -693,6 +693,20 @@ public:
}
};
void NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password, const char *join_company_password)
{
CompanyID join_as = default_company;
NetworkAddress address = ParseGameConnectionString(&join_as, connection_string, NETWORK_DEFAULT_PORT);
if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
return;
}
}
NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
}
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
@ -1063,10 +1077,12 @@ static void NetworkGenerateServerId()
seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(NetworkAddress &address)
void NetworkStartDebugLog(const std::string &connection_string)
{
extern SOCKET _debug_socket; // Comes from debug.c
NetworkAddress address = ParseConnectionString(connection_string, NETWORK_DEFAULT_DEBUGLOG_PORT);
DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
SOCKET s = address.Connect();

@ -18,7 +18,6 @@
// #define DEBUG_FAILED_DUMP_COMMANDS
#include "network_type.h"
#include "core/address.h"
#include "../console_type.h"
#include "../gfx_type.h"
#include "../openttd.h"
@ -47,14 +46,12 @@ void NetworkDisconnect(bool blocking = false, bool close_admins = true);
void NetworkGameLoop();
void NetworkBackgroundLoop();
void ParseFullConnectionString(const char **company, const char **port, char *connection_string);
NetworkAddress ParseConnectionString(const char *connection_string, int default_port);
NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port);
void NetworkStartDebugLog(NetworkAddress &address);
void NetworkStartDebugLog(const std::string &connection_string);
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
void NetworkUpdateClientInfo(ClientID client_id);
void NetworkClientsToSpectators(CompanyID cid);
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
void NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);

@ -119,4 +119,8 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char *new_name, const char *last);
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
NetworkAddress ParseConnectionString(const std::string &connection_string, int default_port);
NetworkAddress ParseGameConnectionString(CompanyID *company, const std::string &connection_string, int default_port);
#endif /* NETWORK_INTERNAL_H */

@ -473,21 +473,10 @@ struct AfterNewGRFScan : NewGRFScanCallback {
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
if (_network_available && network_conn != nullptr) {
CompanyID join_as = COMPANY_NEW_COMPANY;
NetworkAddress address = ParseGameConnectionString(&join_as, network_conn, NETWORK_DEFAULT_PORT);
if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
delete this;
return;
}
}
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
NetworkClientConnectGame(network_conn, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
@ -763,8 +752,7 @@ int openttd_main(int argc, char *argv[])
NetworkStartUp(); // initialize network-core
if (debuglog_conn != nullptr && _network_available) {
NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
NetworkStartDebugLog(address);
NetworkStartDebugLog(debuglog_conn);
}
if (!HandleBootstrap()) {
@ -1476,8 +1464,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
NetworkClientConnectGame(address, COMPANY_SPECTATOR);
NetworkClientConnectGame(_settings_client.network.last_joined, COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();

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