Add: use Game Coordinator to get latest public server listing

pull/332/head
Patric Stout 3 years ago committed by Patric Stout
parent b1280fd17e
commit aa93d76223

@ -31,6 +31,8 @@ bool NetworkCoordinatorSocketHandler::HandlePacket(Packet *p)
case PACKET_COORDINATOR_SERVER_REGISTER: return this->Receive_SERVER_REGISTER(p);
case PACKET_COORDINATOR_GC_REGISTER_ACK: return this->Receive_GC_REGISTER_ACK(p);
case PACKET_COORDINATOR_SERVER_UPDATE: return this->Receive_SERVER_UPDATE(p);
case PACKET_COORDINATOR_CLIENT_LISTING: return this->Receive_CLIENT_LISTING(p);
case PACKET_COORDINATOR_GC_LISTING: return this->Receive_GC_LISTING(p);
default:
Debug(net, 0, "[tcp/coordinator] Received invalid packet type {}", type);
@ -78,3 +80,5 @@ bool NetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet *p) { return this-
bool NetworkCoordinatorSocketHandler::Receive_SERVER_REGISTER(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_REGISTER); }
bool NetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_REGISTER_ACK); }
bool NetworkCoordinatorSocketHandler::Receive_SERVER_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_UPDATE); }
bool NetworkCoordinatorSocketHandler::Receive_CLIENT_LISTING(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_LISTING); }
bool NetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_LISTING); }

@ -29,6 +29,8 @@ enum PacketCoordinatorType {
PACKET_COORDINATOR_SERVER_REGISTER, ///< Server registration.
PACKET_COORDINATOR_GC_REGISTER_ACK, ///< Game Coordinator accepts the registration.
PACKET_COORDINATOR_SERVER_UPDATE, ///< Server sends an set intervals an update of the server.
PACKET_COORDINATOR_CLIENT_LISTING, ///< Client is requesting a listing of all public servers.
PACKET_COORDINATOR_GC_LISTING, ///< Game Coordinator returns a listing of all public servers.
PACKET_COORDINATOR_END, ///< Must ALWAYS be on the end of this list!! (period).
};
@ -101,6 +103,33 @@ protected:
*/
virtual bool Receive_SERVER_UPDATE(Packet *p);
/**
* Client requests a list of all public servers.
*
* uint8 Game Coordinator protocol version.
* uint8 Game-info version used by this client.
* string Revision of the client.
*
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_CLIENT_LISTING(Packet *p);
/**
* Game Coordinator replies with a list of all public servers. Multiple
* of these packets are received after a request till all servers are
* sent over. Last packet will have server count of 0.
*
* uint16 Amount of public servers in this packet.
* For each server:
* string Connection string for this server.
* Serialized NetworkGameInfo. See game_info.hpp for details.
*
* @param p The packet that was just received.
* @return True upon success, otherwise false.
*/
virtual bool Receive_GC_LISTING(Packet *p);
bool HandlePacket(Packet *p);
public:
/**

@ -19,6 +19,7 @@
#include "network.h"
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "table/strings.h"
#include "../safeguards.h"
@ -47,6 +48,7 @@ public:
assert(_network_coordinator_client.sock == INVALID_SOCKET);
_network_coordinator_client.sock = s;
_network_coordinator_client.last_activity = std::chrono::steady_clock::now();
_network_coordinator_client.connecting = false;
}
};
@ -111,6 +113,42 @@ bool ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet *p)
return true;
}
bool ClientNetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet *p)
{
uint8 servers = p->Recv_uint16();
/* End of list; we can now remove all expired items from the list. */
if (servers == 0) {
NetworkGameListRemoveExpired();
return true;
}
for (; servers > 0; servers--) {
std::string connection_string = p->Recv_string(NETWORK_HOSTNAME_PORT_LENGTH);
/* Read the NetworkGameInfo from the packet. */
NetworkGameInfo ngi = {};
DeserializeNetworkGameInfo(p, &ngi);
/* Now we know the join-key, we can add it to our list. */
NetworkGameList *item = NetworkGameListAddItem(connection_string);
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Copy the new NetworkGameInfo info. */
item->info = ngi;
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Mark server as online. */
item->online = true;
/* Mark the item as up-to-date. */
item->version = _network_game_list_version;
}
UpdateNetworkGameWindow();
return true;
}
void ClientNetworkCoordinatorSocketHandler::Connect()
{
/* We are either already connected or are trying to connect. */
@ -119,6 +157,8 @@ void ClientNetworkCoordinatorSocketHandler::Connect()
this->Reopen();
this->connecting = true;
this->last_activity = std::chrono::steady_clock::now();
new NetworkCoordinatorConnecter(NETWORK_COORDINATOR_SERVER_HOST);
}
@ -172,6 +212,23 @@ void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
this->SendPacket(p);
}
/**
* Request a listing of all public servers.
*/
void ClientNetworkCoordinatorSocketHandler::GetListing()
{
this->Connect();
_network_game_list_version++;
Packet *p = new Packet(PACKET_COORDINATOR_CLIENT_LISTING);
p->Send_uint8(NETWORK_COORDINATOR_VERSION);
p->Send_uint8(NETWORK_GAME_INFO_VERSION);
p->Send_string(_openttd_revision);
this->SendPacket(p);
}
/**
* Check whether we received/can send some data from/to the Game Coordinator server and
* when that's the case handle it appropriately.
@ -226,8 +283,15 @@ void ClientNetworkCoordinatorSocketHandler::SendReceive()
this->SendServerUpdate();
}
if (!_network_server && std::chrono::steady_clock::now() > this->last_activity + IDLE_TIMEOUT) {
this->CloseConnection();
return;
}
if (this->CanSendReceive()) {
this->ReceivePackets();
if (this->ReceivePackets()) {
this->last_activity = std::chrono::steady_clock::now();
}
}
this->SendPackets();

@ -21,6 +21,10 @@
* - Game Coordinator probes server to check if it can directly connect.
* - Game Coordinator sends GC_REGISTER_ACK with type of connection.
* - Server sends every 30 seconds SERVER_UPDATE.
*
* For clients (listing):
* - Client sends CLIENT_LISTING.
* - Game Coordinator returns the full list of public servers via GC_LISTING (multiple packets).
*/
/** Class for handling the client side of the Game Coordinator connection. */
@ -31,8 +35,13 @@ private:
protected:
bool Receive_GC_ERROR(Packet *p) override;
bool Receive_GC_REGISTER_ACK(Packet *p) override;
bool Receive_GC_LISTING(Packet *p) override;
public:
/** The idle timeout; when to close the connection because it's idle. */
static constexpr std::chrono::seconds IDLE_TIMEOUT = std::chrono::seconds(60);
std::chrono::steady_clock::time_point last_activity; ///< The last time there was network activity.
bool connecting; ///< Are we connecting to the Game Coordinator?
ClientNetworkCoordinatorSocketHandler() : connecting(false) {}
@ -44,6 +53,7 @@ public:
void Register();
void SendServerUpdate();
void GetListing();
};
extern ClientNetworkCoordinatorSocketHandler _network_coordinator_client;

@ -18,6 +18,7 @@
#include "network_base.h"
#include "network_content.h"
#include "network_server.h"
#include "network_coordinator.h"
#include "../gui.h"
#include "network_udp.h"
#include "../window_func.h"
@ -54,6 +55,8 @@
static void ShowNetworkStartServerWindow();
static void ShowNetworkLobbyWindow(NetworkGameList *ngl);
static const int NETWORK_LIST_REFRESH_DELAY = 30; ///< Time, in seconds, between updates of the network list.
static ClientID _admin_client_id = INVALID_CLIENT_ID; ///< For what client a confirmation window is open.
static CompanyID _admin_company_id = INVALID_COMPANY; ///< For what company a confirmation window is open.
@ -219,14 +222,15 @@ protected:
static GUIGameServerList::SortFunction * const sorter_funcs[];
static GUIGameServerList::FilterFunction * const filter_funcs[];
NetworkGameList *server; ///< selected server
NetworkGameList *last_joined; ///< the last joined server
GUIGameServerList servers; ///< list with game servers.
ServerListPosition list_pos; ///< position of the selected server
Scrollbar *vscroll; ///< vertical scrollbar of the list of servers
QueryString name_editbox; ///< Client name editbox.
QueryString filter_editbox; ///< Editbox for filter on servers
GUITimer requery_timer; ///< Timer for network requery
NetworkGameList *server; ///< Selected server.
NetworkGameList *last_joined; ///< The last joined server.
GUIGameServerList servers; ///< List with game servers.
ServerListPosition list_pos; ///< Position of the selected server.
Scrollbar *vscroll; ///< Vertical scrollbar of the list of servers.
QueryString name_editbox; ///< Client name editbox.
QueryString filter_editbox; ///< Editbox for filter on servers.
GUITimer requery_timer; ///< Timer for network requery.
bool searched_internet = false; ///< Did we ever press "Search Internet" button?
int lock_offset; ///< Left offset for lock icon.
int blot_offset; ///< Left offset for green/yellow/red compatibility icon.
@ -244,8 +248,18 @@ protected:
/* Create temporary array of games to use for listing */
this->servers.clear();
bool found_current_server = false;
for (NetworkGameList *ngl = _network_game_list; ngl != nullptr; ngl = ngl->next) {
this->servers.push_back(ngl);
if (ngl == this->server) {
found_current_server = true;
}
}
/* A refresh can cause the current server to be delete; so unselect. */
if (!found_current_server) {
if (this->server == this->last_joined) this->last_joined = nullptr;
this->server = nullptr;
this->list_pos = SLP_INVALID;
}
/* Apply the filter condition immediately, if a search string has been provided. */
@ -479,7 +493,7 @@ public:
this->last_joined = NetworkAddServer(_settings_client.network.last_joined, false);
this->server = this->last_joined;
this->requery_timer.SetInterval(MILLISECONDS_PER_TICK);
this->requery_timer.SetInterval(NETWORK_LIST_REFRESH_DELAY * 1000);
this->servers.SetListing(this->last_sorting);
this->servers.SetSortFuncs(this->sorter_funcs);
@ -725,7 +739,8 @@ public:
}
case WID_NG_SEARCH_INTERNET:
NetworkUDPQueryMasterServer();
_network_coordinator_client.GetListing();
this->searched_internet = true;
break;
case WID_NG_SEARCH_LAN:
@ -841,10 +856,11 @@ public:
void OnRealtimeTick(uint delta_ms) override
{
if (!this->searched_internet) return;
if (!this->requery_timer.Elapsed(delta_ms)) return;
this->requery_timer.SetInterval(MILLISECONDS_PER_TICK);
this->requery_timer.SetInterval(NETWORK_LIST_REFRESH_DELAY * 1000);
NetworkGameListRequery();
_network_coordinator_client.GetListing();
}
};

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