(svn r20933) -Codechange: move some more client related methods and such to network_client.cpp

This commit is contained in:
rubidium 2010-10-15 19:33:08 +00:00
parent 780f120c32
commit f555e6d72e
7 changed files with 161 additions and 111 deletions

View File

@ -214,4 +214,31 @@ bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
return this->packet_queue == NULL;
}
/**
* Check whether this socket can send or receive something.
* @return \c true when there is something to receive.
* @note Sets #writeable if more data can be sent.
*/
bool NetworkTCPSocketHandler::CanSendReceive()
{
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FD_SET(this->sock, &read_fd);
FD_SET(this->sock, &write_fd);
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
this->writable = !!FD_ISSET(this->sock, &write_fd);
return FD_ISSET(this->sock, &read_fd);
}
#endif /* ENABLE_NETWORK */

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@ -41,6 +41,8 @@ public:
Packet *Recv_Packet();
bool CanSendReceive();
NetworkTCPSocketHandler(SOCKET s = INVALID_SOCKET);
~NetworkTCPSocketHandler();
};

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@ -240,7 +240,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
static void NetworkError(StringID error_string)
void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
extern StringID _switch_mode_errorstr;
@ -253,40 +253,6 @@ static void ServerStartError(const char *error)
NetworkError(STR_NETWORK_ERROR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
cs->CloseConnection(res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
MyClient::SendError(errorno);
}
_switch_mode = SM_MENU;
cs->CloseConnection(res);
_networking = false;
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
@ -838,6 +804,9 @@ void NetworkDisconnect(bool blocking)
*/
static bool NetworkReceive()
{
if (!_network_server) {
return ClientNetworkGameSocketHandler::Receive();
}
NetworkClientSocket *cs;
fd_set read_fd, write_fd;
struct timeval tv;
@ -872,22 +841,7 @@ static bool NetworkReceive()
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
cs->Recv_Packets();
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
res = cs->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
NetworkClientError(res, cs);
return false;
}
}
cs->Recv_Packets();
}
}
return _networking;
@ -896,6 +850,11 @@ static bool NetworkReceive()
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
if (!_network_server) {
ClientNetworkGameSocketHandler::Send();
return;
}
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
@ -909,47 +868,6 @@ static void NetworkSend()
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
MyClient::SendAck();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/* We have to do some UDP checking */
void NetworkUDPGameLoop()
{
@ -1107,11 +1025,11 @@ void NetworkGameLoop()
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
if (!ClientNetworkGameSocketHandler::GameLoop()) break;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
if (_frame_counter_max > _frame_counter) ClientNetworkGameSocketHandler::GameLoop();
}
}

View File

@ -25,6 +25,8 @@
#include "../company_func.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../core/random_func.hpp"
#include "../date_func.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
@ -73,6 +75,117 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
return status;
}
/**
* Handle an error coming from the client side.
* @param res The "error" that happened.
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
this->NetworkSocketHandler::CloseConnection();
this->CloseConnection(res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SendError(errorno);
}
_switch_mode = SM_MENU;
this->CloseConnection(res);
_networking = false;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
/*static */ bool ClientNetworkGameSocketHandler::Receive()
{
if (my_client->CanSendReceive()) {
NetworkRecvStatus res = my_client->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
my_client->ClientError(res);
return false;
}
}
return _networking;
}
/** Send the packets of this socket handler. */
/*static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->Send_Packets();
}
/**
* Actual game loop for the client.
* @return Whether everything went okay, or not.
*/
/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
extern void StateGameLoop();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;

View File

@ -54,6 +54,7 @@ public:
~ClientNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void ClientError(NetworkRecvStatus res);
static NetworkRecvStatus SendCompanyInformationQuery();
@ -71,6 +72,10 @@ public:
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
static void Send();
static bool Receive();
static bool GameLoop();
};
typedef ClientNetworkGameSocketHandler MyClient;

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@ -737,27 +737,11 @@ void ClientNetworkContentSocketHandler::SendReceive()
return;
}
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FD_SET(this->sock, &read_fd);
FD_SET(this->sock, &write_fd);
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (FD_ISSET(this->sock, &read_fd)) {
if (this->CanSendReceive()) {
this->Recv_Packets();
this->lastActivity = _realtime_tick;
}
this->writable = !!FD_ISSET(this->sock, &write_fd);
this->Send_Packets();
}

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@ -166,6 +166,7 @@ void NetworkFreeLocalCommandQueue();
void NetworkSyncCommandQueue(NetworkClientSocket *cs);
/* from network.c */
void NetworkError(StringID error_string);
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
uint NetworkCalculateLag(const NetworkClientSocket *cs);