mirror of https://github.com/OpenTTD/OpenTTD.git
Change: no longer use UDP when entering the lobby of a server
The lobby of a server requested some parts via UDP and some via TCP. This is strictly seen fine, but for future extensions it is a lot easier if just one protocol is used.
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b57d845e55
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@ -598,7 +598,7 @@ public:
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{
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_networking = true;
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new ClientNetworkGameSocketHandler(s);
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MyClient::SendCompanyInformationQuery();
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MyClient::SendInformationQuery();
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}
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};
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@ -27,6 +27,7 @@
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#include "network.h"
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#include "network_base.h"
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#include "network_client.h"
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#include "network_gamelist.h"
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#include "../core/backup_type.hpp"
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#include "../thread.h"
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@ -341,15 +342,18 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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* DEF_CLIENT_SEND_COMMAND has no parameters
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************/
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/** Query the server for company information. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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/**
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* Query the server for server information.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
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{
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my_client->status = STATUS_COMPANY_INFO;
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_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
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my_client->SendPacket(p);
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my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
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my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -571,6 +575,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
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return NETWORK_RECV_STATUS_SERVER_BANNED;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
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{
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if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_INACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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NetworkGameList *item = GetLobbyGameInfo();
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/* Clear any existing GRFConfig chain. */
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ClearGRFConfigList(&item->info.grfconfig);
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/* Retrieve the NetworkGameInfo from the packet. */
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DeserializeNetworkGameInfo(p, &item->info);
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/* Check for compatability with the client. */
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CheckGameCompatibility(item->info);
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/* Ensure we consider the server online. */
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item->online = true;
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SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
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/* We will receive company info next, so keep connection open. */
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if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_CLOSE_QUERY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
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{
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if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@ -43,6 +43,7 @@ protected:
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NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
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NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
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@ -79,7 +80,7 @@ public:
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendCompanyInformationQuery();
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static NetworkRecvStatus SendInformationQuery();
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket *cp);
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@ -1482,10 +1482,10 @@ struct NetworkLobbyWindow : public Window {
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break;
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case WID_NL_REFRESH: // Refresh
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // company info
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NetworkUDPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // general data
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/* Clear the information so removed companies don't remain */
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for (auto &company : this->company_info) company = {};
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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break;
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}
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}
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@ -1553,8 +1553,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
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DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // company info
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NetworkUDPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // general data
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NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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new NetworkLobbyWindow(&_network_lobby_window_desc, ngl);
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}
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@ -1570,6 +1569,16 @@ NetworkCompanyInfo *GetLobbyCompanyInfo(CompanyID company)
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return (lobby != nullptr && company < MAX_COMPANIES) ? &lobby->company_info[company] : nullptr;
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}
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/**
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* Get the game information for the lobby.
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* @return the game info struct to write the (downloaded) data to.
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*/
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NetworkGameList *GetLobbyGameInfo()
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{
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NetworkLobbyWindow *lobby = dynamic_cast<NetworkLobbyWindow *>(FindWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY));
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return lobby != nullptr ? lobby->server : nullptr;
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}
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/* The window below gives information about the connected clients
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* and also makes able to kick them (if server) and stuff like that. */
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@ -15,6 +15,7 @@
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#include "../economy_type.h"
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#include "../window_type.h"
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#include "network_type.h"
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#include "network_gamelist.h"
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void ShowNetworkNeedPassword(NetworkPasswordType npt);
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void ShowNetworkChatQueryWindow(DestType type, int dest);
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@ -37,5 +38,6 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
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};
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NetworkCompanyInfo *GetLobbyCompanyInfo(CompanyID company);
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NetworkGameList *GetLobbyGameInfo();
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#endif /* NETWORK_GUI_H */
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