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.
This commit is contained in:
Patric Stout 2021-04-26 20:04:02 +02:00 committed by Patric Stout
parent b57d845e55
commit 31f1db2d3a
5 changed files with 48 additions and 10 deletions

View File

@ -598,7 +598,7 @@ public:
{
_networking = true;
new ClientNetworkGameSocketHandler(s);
MyClient::SendCompanyInformationQuery();
MyClient::SendInformationQuery();
}
};

View File

@ -27,6 +27,7 @@
#include "network.h"
#include "network_base.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "../core/backup_type.hpp"
#include "../thread.h"
@ -341,15 +342,18 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
* DEF_CLIENT_SEND_COMMAND has no parameters
************/
/** Query the server for company information. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
/**
* Query the server for server information.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
{
my_client->status = STATUS_COMPANY_INFO;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
my_client->SendPacket(p);
my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
my_client->SendPacket(new Packet(PACKET_CLIENT_COMPANY_INFO));
return NETWORK_RECV_STATUS_OKAY;
}
@ -571,6 +575,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO && this->status != STATUS_INACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkGameList *item = GetLobbyGameInfo();
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;
SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
/* We will receive company info next, so keep connection open. */
if (this->status == STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_OKAY;
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
{
if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

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@ -43,6 +43,7 @@ protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
@ -79,7 +80,7 @@ public:
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void ClientError(NetworkRecvStatus res);
static NetworkRecvStatus SendCompanyInformationQuery();
static NetworkRecvStatus SendInformationQuery();
static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);

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@ -1482,10 +1482,10 @@ struct NetworkLobbyWindow : public Window {
break;
case WID_NL_REFRESH: // Refresh
NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // company info
NetworkUDPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // general data
/* Clear the information so removed companies don't remain */
for (auto &company : this->company_info) company = {};
NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
break;
}
}
@ -1553,8 +1553,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // company info
NetworkUDPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port)); // general data
NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
new NetworkLobbyWindow(&_network_lobby_window_desc, ngl);
}
@ -1570,6 +1569,16 @@ NetworkCompanyInfo *GetLobbyCompanyInfo(CompanyID company)
return (lobby != nullptr && company < MAX_COMPANIES) ? &lobby->company_info[company] : nullptr;
}
/**
* Get the game information for the lobby.
* @return the game info struct to write the (downloaded) data to.
*/
NetworkGameList *GetLobbyGameInfo()
{
NetworkLobbyWindow *lobby = dynamic_cast<NetworkLobbyWindow *>(FindWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY));
return lobby != nullptr ? lobby->server : nullptr;
}
/* The window below gives information about the connected clients
* and also makes able to kick them (if server) and stuff like that. */

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@ -15,6 +15,7 @@
#include "../economy_type.h"
#include "../window_type.h"
#include "network_type.h"
#include "network_gamelist.h"
void ShowNetworkNeedPassword(NetworkPasswordType npt);
void ShowNetworkChatQueryWindow(DestType type, int dest);
@ -37,5 +38,6 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
};
NetworkCompanyInfo *GetLobbyCompanyInfo(CompanyID company);
NetworkGameList *GetLobbyGameInfo();
#endif /* NETWORK_GUI_H */