Codechange: track servers with a ServerAddress instead of a NetworkAddress

This allows future extensions to have different ways of referencing
a server, instead of forcing to use IP:port.
This commit is contained in:
Patric Stout 2021-04-28 14:36:14 +02:00 committed by Patric Stout
parent f4dd2d88c7
commit cee8174d02
6 changed files with 93 additions and 26 deletions

View File

@ -10,6 +10,7 @@
#include "../../stdafx.h"
#include "address.h"
#include "../network_internal.h"
#include "../../debug.h"
#include "../../safeguards.h"
@ -411,3 +412,20 @@ void NetworkAddress::Listen(int socktype, SocketList *sockets)
getpeername(sock, (sockaddr *)&addr, &addr_len);
return NetworkAddress(addr, addr_len).GetAddressAsString();
}
/**
* Convert a string containing either "hostname" or "hostname:ip" to a
* ServerAddress, where the string can be postfixed with "#company" to
* indicate the requested company.
*
* @param connection_string The string to parse.
* @param default_port The default port to set port to if not in connection_string.
* @param company Pointer to the company variable to set iff indicted.
* @return A valid ServerAddress of the parsed information.
*/
/* static */ ServerAddress ServerAddress::Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id)
{
uint16 port = default_port;
std::string_view ip = ParseFullConnectionString(connection_string, port, company_id);
return ServerAddress(SERVER_ADDRESS_DIRECT, std::string(ip) + ":" + std::to_string(port));
}

View File

@ -12,6 +12,7 @@
#include "os_abstraction.h"
#include "config.h"
#include "../../company_type.h"
#include "../../string_func.h"
#include "../../core/smallmap_type.hpp"
@ -177,4 +178,37 @@ public:
static const std::string GetPeerName(SOCKET sock);
};
/**
* Types of server addresses we know.
*
* Sorting will prefer entries at the top of this list above ones at the bottom.
*/
enum ServerAddressType {
SERVER_ADDRESS_DIRECT, ///< Server-address is based on an hostname:port.
};
/**
* Address to a game server.
*
* This generalises addresses which are based on different identifiers.
*/
class ServerAddress {
private:
/**
* Create a new ServerAddress object.
*
* Please use ServerAddress::Parse() instead of calling this directly.
*
* @param type The type of the ServerAdress.
* @param connection_string The connection_string that belongs to this ServerAddress type.
*/
ServerAddress(ServerAddressType type, const std::string &connection_string) : type(type), connection_string(connection_string) {}
public:
ServerAddressType type; ///< The type of this ServerAddress.
std::string connection_string; ///< The connection string for this ServerAddress.
static ServerAddress Parse(const std::string &connection_string, uint16 default_port, CompanyID *company_id = nullptr);
};
#endif /* NETWORK_CORE_ADDRESS_H */

View File

@ -103,9 +103,14 @@ private:
void Connect(addrinfo *address);
bool CheckActivity();
/* We do not want any other derived classes from this class being able to
* access these private members, but it is okay for TCPServerConnecter. */
friend class TCPServerConnecter;
static void ResolveThunk(TCPConnecter *connecter);
public:
TCPConnecter() {};
TCPConnecter(const std::string &connection_string, uint16 default_port);
virtual ~TCPConnecter();
@ -124,4 +129,11 @@ public:
static void KillAll();
};
class TCPServerConnecter : public TCPConnecter {
public:
ServerAddress server_address; ///< Address we are connecting to.
TCPServerConnecter(const std::string &connection_string, uint16 default_port);
};
#endif /* NETWORK_CORE_TCP_H */

View File

@ -33,6 +33,26 @@ TCPConnecter::TCPConnecter(const std::string &connection_string, uint16 default_
_tcp_connecters.push_back(this);
}
/**
* Create a new connecter for the server.
* @param connection_string The address to connect to.
* @param default_port If not indicated in connection_string, what port to use.
*/
TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uint16 default_port) :
server_address(ServerAddress::Parse(connection_string, default_port))
{
switch (this->server_address.type) {
case SERVER_ADDRESS_DIRECT:
this->connection_string = this->server_address.connection_string;
break;
default:
NOT_REACHED();
}
_tcp_connecters.push_back(this);
}
TCPConnecter::~TCPConnecter()
{
if (this->resolve_thread.joinable()) {

View File

@ -531,23 +531,6 @@ NetworkAddress ParseConnectionString(const std::string &connection_string, uint1
return NetworkAddress(ip, port);
}
/**
* Convert a string containing either "hostname" or "hostname:ip" to a
* NetworkAddress, where the string can be postfixed with "#company" to
* indicate the requested company.
*
* @param connection_string The string to parse.
* @param default_port The default port to set port to if not in connection_string.
* @param company Pointer to the company variable to set iff indicted.
* @return A valid NetworkAddress of the parsed information.
*/
static NetworkAddress ParseGameConnectionString(const std::string &connection_string, uint16 default_port, CompanyID *company)
{
uint16 port = default_port;
std::string_view ip = ParseFullConnectionString(connection_string, port, company);
return NetworkAddress(ip, port);
}
/**
* Handle the accepting of a connection to the server.
* @param s The socket of the new connection.
@ -624,12 +607,12 @@ static void NetworkInitialize(bool close_admins = true)
}
/** Non blocking connection to query servers for their game info. */
class TCPQueryConnecter : TCPConnecter {
class TCPQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
TCPQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
TCPQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@ -661,12 +644,12 @@ void NetworkQueryServer(const std::string &connection_string)
}
/** Non blocking connection to query servers for their game and company info. */
class TCPLobbyQueryConnecter : TCPConnecter {
class TCPLobbyQueryConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
TCPLobbyQueryConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
TCPLobbyQueryConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@ -756,12 +739,12 @@ void NetworkRebuildHostList()
}
/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
class TCPClientConnecter : TCPServerConnecter {
private:
std::string connection_string;
public:
TCPClientConnecter(const std::string &connection_string) : TCPConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
TCPClientConnecter(const std::string &connection_string) : TCPServerConnecter(connection_string, NETWORK_DEFAULT_PORT), connection_string(connection_string) {}
void OnFailure() override
{
@ -797,7 +780,7 @@ public:
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
{
CompanyID join_as = default_company;
std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT, &join_as).connection_string;
if (!_network_available) return false;
if (!NetworkValidateOurClientName()) return false;

View File

@ -26,7 +26,7 @@ int _network_game_list_version = 0; ///< Current version of all items in the lis
/**
* Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
* @param address the address of the to-be added item
* @param connection_string the address of the to-be added item
* @return a point to the newly added or already existing item
*/
NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
@ -34,7 +34,7 @@ NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
NetworkGameList *item, *prev_item;
/* Parse the connection string to ensure the default port is there. */
const std::string resolved_connection_string = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT).GetAddressAsString(false);
const std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT).connection_string;
prev_item = nullptr;
for (item = _network_game_list; item != nullptr; item = item->next) {