/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file network_turn.cpp TURN sending/receiving part of the network protocol. */ #include "../stdafx.h" #include "../debug.h" #include "../error.h" #include "../strings_func.h" #include "network_coordinator.h" #include "network_turn.h" #include "table/strings.h" #include "../safeguards.h" /** Connect to the TURN server. */ class NetworkTurnConnecter : public TCPConnecter { private: ClientNetworkTurnSocketHandler *handler; public: /** * Initiate the connecting. * @param connection_string The address of the TURN server. */ NetworkTurnConnecter(ClientNetworkTurnSocketHandler *handler, const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_TURN_SERVER_PORT), handler(handler) {} void OnFailure() override { this->handler->connecter = nullptr; this->handler->ConnectFailure(); } void OnConnect(SOCKET s) override { this->handler->connecter = nullptr; handler->sock = s; } }; bool ClientNetworkTurnSocketHandler::Receive_TURN_ERROR(Packet *p) { this->ConnectFailure(); return false; } bool ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(Packet *p) { std::string hostname = p->Recv_string(NETWORK_HOSTNAME_LENGTH); /* Act like we no longer have a socket, as we are handing it over to the * game handler. */ SOCKET game_sock = this->sock; this->sock = INVALID_SOCKET; NetworkAddress address = NetworkAddress(hostname, NETWORK_DEFAULT_PORT); _network_coordinator_client.ConnectSuccess(this->token, game_sock, address); return false; } /** * Connect to the TURN server. */ void ClientNetworkTurnSocketHandler::Connect() { this->connect_started = true; this->connecter = new NetworkTurnConnecter(this, this->connection_string); } /** * Prepare a TURN connection. * Not until you run Connect() on the resulting instance will it start setting * up the TURN connection. * @param token The token as received from the Game Coordinator. * @param tracking_number The tracking number as recieved from the Game Coordinator. * @param ticket The ticket as received from the Game Coordinator. * @param connection_string Connection string of the TURN server. * @return The handler for this TURN connection. */ /* static */ std::unique_ptr ClientNetworkTurnSocketHandler::Turn(const std::string &token, uint8 tracking_number, const std::string &ticket, const std::string &connection_string) { auto turn_handler = std::make_unique(token, tracking_number, connection_string); Packet *p = new Packet(PACKET_TURN_SERCLI_CONNECT); p->Send_uint8(NETWORK_COORDINATOR_VERSION); p->Send_string(ticket); turn_handler->SendPacket(p); return turn_handler; } void ClientNetworkTurnSocketHandler::ConnectFailure() { _network_coordinator_client.ConnectFailure(this->token, this->tracking_number); } NetworkRecvStatus ClientNetworkTurnSocketHandler::CloseConnection(bool error) { NetworkTurnSocketHandler::CloseConnection(error); /* If our connecter is still pending, shut it down too. Otherwise the * callback of the connecter can call into us, and our object is most * likely about to be destroyed. */ if (this->connecter != nullptr) { this->connecter->Kill(); this->connecter = nullptr; } return NETWORK_RECV_STATUS_OKAY; } /** * Check whether we received/can send some data from/to the TURN server and * when that's the case handle it appropriately */ void ClientNetworkTurnSocketHandler::SendReceive() { if (this->sock == INVALID_SOCKET) return; if (this->CanSendReceive()) { this->ReceivePackets(); } this->SendPackets(); }