Rework client connecting and enable fallback address use

This commit is contained in:
sfan5 2024-01-01 18:15:58 +01:00
parent 20692d54de
commit 2c390b5473
5 changed files with 81 additions and 32 deletions

@ -97,7 +97,6 @@ void PacketCounter::print(std::ostream &o) const
Client::Client(
const char *playername,
const std::string &password,
const std::string &address_name,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@ -106,7 +105,6 @@ Client::Client(
ISoundManager *sound,
MtEventManager *event,
RenderingEngine *rendering_engine,
bool ipv6,
GameUI *game_ui,
ELoginRegister allow_login_or_register
):
@ -123,8 +121,6 @@ Client::Client(
tsrc, this
),
m_particle_manager(std::make_unique<ParticleManager>(&m_env)),
m_con(new con::Connection(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, ipv6, this)),
m_address_name(address_name),
m_allow_login_or_register(allow_login_or_register),
m_server_ser_ver(SER_FMT_VER_INVALID),
m_last_chat_message_sent(time(NULL)),
@ -338,7 +334,8 @@ bool Client::isShutdown()
Client::~Client()
{
m_shutdown = true;
m_con->Disconnect();
if (m_con)
m_con->Disconnect();
deleteAuthData();
@ -381,13 +378,32 @@ Client::~Client()
m_sounds_client_to_server.clear();
}
void Client::connect(Address address, bool is_local_server)
void Client::connect(const Address &address, const std::string &address_name,
bool is_local_server)
{
initLocalMapSaving(address, m_address_name, is_local_server);
if (m_con) {
// can't do this if the connection has entered auth phase
sanity_check(m_state == LC_Created && m_proto_ver == 0);
infostream << "Client connection will be recreated" << std::endl;
m_access_denied = false;
m_access_denied_reconnect = false;
m_access_denied_reason.clear();
}
m_address_name = address_name;
m_con.reset(new con::Connection(PROTOCOL_ID, 512, CONNECTION_TIMEOUT,
address.isIPv6(), this));
infostream << "Connecting to server at ";
address.print(infostream);
infostream << std::endl;
// Since we use TryReceive() a timeout here would be ineffective anyway
m_con->SetTimeoutMs(0);
m_con->Connect(address);
initLocalMapSaving(address, m_address_name, is_local_server);
}
void Client::step(float dtime)
@ -908,6 +924,10 @@ void Client::initLocalMapSaving(const Address &address,
if (!g_settings->getBool("enable_local_map_saving") || is_local_server) {
return;
}
if (m_localdb) {
infostream << "Local map saving already running" << std::endl;
return;
}
std::string world_path;
#define set_world_path(hostname) \
@ -935,6 +955,8 @@ void Client::ReceiveAll()
NetworkPacket pkt;
u64 start_ms = porting::getTimeMs();
const u64 budget = 10;
FATAL_ERROR_IF(!m_con, "Networking not initialized");
for(;;) {
// Limit time even if there would be huge amounts of data to
// process
@ -1767,7 +1789,7 @@ ClientEvent *Client::getClientEvent()
const Address Client::getServerAddress()
{
return m_con->GetPeerAddress(PEER_ID_SERVER);
return m_con ? m_con->GetPeerAddress(PEER_ID_SERVER) : Address();
}
float Client::mediaReceiveProgress()
@ -1873,11 +1895,13 @@ void Client::afterContentReceived()
float Client::getRTT()
{
assert(m_con);
return m_con->getPeerStat(PEER_ID_SERVER,con::AVG_RTT);
}
float Client::getCurRate()
{
assert(m_con);
return (m_con->getLocalStat(con::CUR_INC_RATE) +
m_con->getLocalStat(con::CUR_DL_RATE));
}

@ -122,7 +122,6 @@ public:
Client(
const char *playername,
const std::string &password,
const std::string &address_name,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
@ -131,7 +130,6 @@ public:
ISoundManager *sound,
MtEventManager *event,
RenderingEngine *rendering_engine,
bool ipv6,
GameUI *game_ui,
ELoginRegister allow_login_or_register
);
@ -155,11 +153,8 @@ public:
bool isShutdown();
/*
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
void connect(Address address, bool is_local_server);
void connect(const Address &address, const std::string &address_name,
bool is_local_server);
/*
Stuff that references the environment is valid only as
@ -351,7 +346,7 @@ public:
bool activeObjectsReceived() const
{ return m_activeobjects_received; }
u16 getProtoVersion()
u16 getProtoVersion() const
{ return m_proto_ver; }
bool m_simple_singleplayer_mode;
@ -363,6 +358,10 @@ public:
float getRTT();
float getCurRate();
// has the server ever replied to us, used for connection retry/fallback
bool hasServerReplied() const {
return getProtoVersion() != 0; // (set in TOCLIENT_HELLO)
}
Minimap* getMinimap() { return m_minimap; }
void setCamera(Camera* camera) { m_camera = camera; }
@ -415,8 +414,10 @@ public:
void showMinimap(bool show = true);
// IP and port we're connected to
const Address getServerAddress();
// Hostname of the connected server (but can also be a numerical IP)
const std::string &getAddressName() const
{
return m_address_name;

@ -1613,13 +1613,15 @@ bool Game::connectToServer(const GameStartData &start_data,
*connect_ok = false; // Let's not be overly optimistic
*connection_aborted = false;
bool local_server_mode = false;
const auto &address_name = start_data.address;
showOverlayMessage(N_("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, start_data.socket_port);
Address fallback_address;
try {
connect_address.Resolve(start_data.address.c_str());
connect_address.Resolve(address_name.c_str(), &fallback_address);
if (connect_address.isAny()) {
// replace with localhost IP
@ -1639,45 +1641,58 @@ bool Game::connectToServer(const GameStartData &start_data,
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
// this shouldn't normally happen since Address::Resolve() checks for enable_ipv6
if (g_settings->getBool("enable_ipv6")) {
// empty
} else if (connect_address.isIPv6()) {
*error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
errorstream << *error_message << std::endl;
return false;
} else if (fallback_address.isIPv6()) {
fallback_address = Address();
}
fallback_address.setPort(connect_address.getPort());
if (fallback_address.isValid()) {
infostream << "Resolved two addresses for \"" << address_name
<< "\" isIPv6[0]=" << connect_address.isIPv6()
<< " isIPv6[1]=" << fallback_address.isIPv6() << std::endl;
} else {
infostream << "Resolved one address for \"" << address_name
<< "\" isIPv6=" << connect_address.isIPv6() << std::endl;
}
try {
client = new Client(start_data.name.c_str(),
start_data.password, start_data.address,
start_data.password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
m_rendering_engine, m_game_ui.get(),
start_data.allow_login_or_register);
client->migrateModStorage();
} catch (const BaseException &e) {
*error_message = fmtgettext("Error creating client: %s", e.what());
errorstream << *error_message << std::endl;
return false;
}
client->migrateModStorage();
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
infostream << "Connecting to server at ";
connect_address.print(infostream);
infostream << std::endl;
client->connect(connect_address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
client->connect(connect_address, address_name,
simple_singleplayer_mode || local_server_mode);
try {
input->clear();
FpsControl fps_control;
f32 dtime;
f32 wait_time = 0; // in seconds
bool did_fallback = false;
fps_control.reset();
@ -1712,8 +1727,15 @@ bool Game::connectToServer(const GameStartData &start_data,
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
if (local_server_mode) {
// never time out
} else if (wait_time > GAME_FALLBACK_TIMEOUT && !did_fallback) {
if (!client->hasServerReplied() && fallback_address.isValid()) {
client->connect(fallback_address, address_name,
simple_singleplayer_mode || local_server_mode);
}
did_fallback = true;
} else if (wait_time > GAME_CONNECTION_TIMEOUT) {
*error_message = gettext("Connection timed out.");
errorstream << *error_message << std::endl;
break;
@ -1723,8 +1745,7 @@ bool Game::connectToServer(const GameStartData &start_data,
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
warningstream << "This should not happen. Please report a bug." << std::endl;
return false;
}

@ -43,6 +43,8 @@ struct CameraOrientation {
f32 camera_pitch; // "up/down"
};
#define GAME_FALLBACK_TIMEOUT 1.8f
#define GAME_CONNECTION_TIMEOUT 10.0f
void the_game(bool *kill,
InputHandler *input,

@ -163,6 +163,7 @@ void Client::handleCommand_AuthAccept(NetworkPacket* pkt)
m_state = LC_Init;
}
void Client::handleCommand_AcceptSudoMode(NetworkPacket* pkt)
{
deleteAuthData();